Table of Contents
A large majority of your time creating a 2D ORPG will be spent designing maps and linking them together in order to create an expansive game world.
The following steps will get you started on creating your first map.
- Click on the Pen Tool in the menubar above your map.
- Select Tiles in the Map Layers pane.
- Use your mouse to select a tile or group of tiles to place in your empty map.
- Finally click and drag your mouse on the empty map to place your selected tiles.
- Congratulations, you're mapping! Don't forget to save your changes by hitting the save icon in the top left of your screen.
While creating your maps you may realize that you want to place objects like houses, trees, and shrubs above the ground. This is where layers come into play. Under the Tiles tab in your Map Layers panel you will see a group of five icons.
Each of these icons represent a tile layer. When you left click an icon you will switch to that layer. The character's face on the selected layer will have a little color to it.
Tiles on the first layer will appear below tiles on all other layers. Tiles on the second layer will appear below the tiles on the third, fourth, and fifth layers.
Before going further, let's give a name to these layers. We refer to them as:
- Mask 2
- Fringe 2
Notice how the last two layer icons are drawn over the character's face? Those are the two Fringe layers, and they exist above players and npcs in game.
In the demo above I placed entire trees on the Mask layer. The tiles on the Ground layer and the trees on the Mask layer are all drawn below my character in the game giving an unwanted effect of my character walking over the entire tree.
We finally end up with the effect that we're looking for all thanks to layers!
No worries though, this section will help fix that! Attributes are like a sixth layer of the map. Attributes allow you to place tiles with special properties such as being blocks that players cannot pass.
Using the Block attribute you will find that you finally have a tree that renders correctly and, despite your best efforts, you won't be able to phase through.
You won't use any attribute more than the Block attribute. That being said here is a quick rundown of the rest of the attributes and what they do.
So let's assume that you've made it this far and have started to put together a decent map. Have you thought about how you'd like to expand your world?
By continously creating connected maps you can create massive worlds. There are no limitations and having hundreds or thousands of maps is on par with some of our bigger games.
When on a connected map you will see maps that you've previously designed, you can always double click on them to go back and make alterations!
Let's assume you want to create the interior of a house, maybe a cave, or maybe a whole new region of your game world that you don't want to connect to your existing maps. This is possible by clicking the New Map icon in the top left corner of your editor window.
Your new map will be completely unconnected to your existing maps. You can use the Map List to navigate back to other maps at any time.
Have you noticed the Map Grid tab above your map editor? Go ahead and click it!
The Map Grid gives you an overview of all the maps connected to the one that you're currently editing. When browsing the Map Grid you can click and drag to see different parts of your world and zoom in and out using your mouse wheel or the + and - keys on your keyboard.
There are a few other tricks here too, while navigating the map grid you can double click on an exisiting map to begin editting it.
There is a screenshot button in the top left , that button will allow you to take a high resolution snap shot of your whole world. Fair warning, this could take awhile on larger worlds!
If your map grid has maps that won't render OR your map grid/screenshots contain visual artifacts (lights, fogs, etc) that you don't want:
- Adjust your visual settings using the View menu in the top left of your editor.
- Then click the Refresh button on the top right of the map grid.
- Finally select "Re-Download All Previews"
If you've made it this far then you should now have a basic understanding of mapping and world design in Intersect! Moving forward we will cover more advanced mapping concepts and start talking about the other game editors. If you're looking for specific information use the navigation on the left to skip to different sections!