+--------------------------------------------------------------------+ | File: BzII_Level_Editor.txt Date: 06 / 02 / 2003 Version: 1.5 | +--------------------------------------------------------------------+ Battlezone II Editor FAQ By: "Horigan" +--------------------------------------------------------------------+ | CONTENTS | +--------------------------------------------------------------------+ 1 .................. Foreword 2 ................. Legal Stuff 3 ................. FAQs 4 ................. Getting Started 5 ................. Quick Overview 6 ................. Height Module 7 ................. Color Module 8 ................. Texture Module 9 ................. Water Module 10 ................. Environ Module 11 ................. Object Module 12 ................. Path Module 13 ................. The "Shift-F9 view" 14 ................. The Console 15 ................. Saving Your Map 16 ................. Converting Your Map to Multiplayer 17 ................. Credits 18 ................. Contact Information 19 ................. Version History +--------------------------------------------------------------------+ | 1: Foreword | +--------------------------------------------------------------------+ Hello and thank you for checking out this FAQ/Walkthrough for the Battlezone II: Combat Commander Level Editor. This walkthrough is meant to help people avoid the numerous headaches I've encountered in designing maps for this game. Hopefully this will provide the only instruction you will need for designing single-player Instant-action maps, and Multi-player Instant maps. (Sorry, I don't know the processes for Multi-player Deathmatch, Capture-the-Flag or Strategy) So without further a-do, let's get started. (After reading the Legal notice below of course!) +--------------------------------------------------------------------+ | 2: Legal Stuff | +--------------------------------------------------------------------+ Actually, this is not a copy-protected document. Therefore, you may distribute this document wherever and however you please as long as you follow a few simple conditions. First, don't make any money or other profit off of this. (And should you decide to convert this to HTML, then don't put up any web-ads!) Second, Give credit where credit is due. Third, You may modify this, but if you do, make it clear where my work ends and where your work begins. That way, you won't take credit for my work and I won't take credit for yours. And that's about it, in fact I want you to give this away. Maybe it will help someone else out. I would also like to be notified if you post this elsewhere. You don't have to, I just wouldn't mind keeping track of how succesfull this FAQ is or isn't. +--------------------------------------------------------------------+ | 3: FAQs | +--------------------------------------------------------------------+ The following I don't know if they are really frequently asked but I do think they could be points of confusion so here they are. 1. My map won't open right. When I try to open it in the Instant Action menu I'm in a Sabre with nothing but gray around me. What's wrong? A. You forgot to create a file. Let's say your map is called "mymap.bzn" in which case you should create the following file in notepad:(or Wordpad or whatever) mymap.inf. This file should contain the following in this format: [DESCRIPTION] missionName = "My Map" mapTga = "mymap.bmp" mapDesc = "mymap.des" mySide = 1 missionName is the map name that is displayed in the level-select menu. mapTga is the picture that is displayed in the level-select menu screen. The file it refers to should be in the same directory as your other files. mapDesc is the description that is displayed in the level-select menu screen. It should be another file created by notepad (or, well, you get the idea)and should be a short description of your level. (Both of these lines(mapTga = "mymap.bmp" and mapDesc = "mymap.des") are unnecessary but nice.)mySide is a necessary line telling the computer who the Humans will play as. 0 = Scion 1 = ISDF 1.1 My multi-player Instant Map calls itself a strategy map. What going on? A. I put this under question 1 because they are closely related. You have to put the following lines below what is already in your .inf file (Note: The numbers in parentheses at the beginning of the lines are my own addition. DO NOT put these in, they are only here to designate what changes the formatting of this FAQ has made. Another-words, they are used to show that what might be multiple lines here, should be one-line in the real thing. I.E, the two lines with the number 5 beside them should be on one line in the actual document as should be the ones with 7, 8, etc.) (1)[NetVars] (2)// For master list of descriptions, see source\network\vars.txt (3)ivar0 = 0 // Kill limit, 0= unlimited (4)ivar1 = 0 // Time limit, 0= unlimited (5)ivar2 = 6 // player limit. Commenting out this line means current (5)setting not changed (6)ivar3 = 1 // 1=Teamplay on, 0=Teamplay off (7)ivar4 = 786432 // Bitfields saying which vehicles out of (7) mpvehicles.txt are allowable. 33= both scouts (8)ivar5 = 2 // All=0, DM=1, Strat=2, all other values undefined (used (8)in filters) (9)ivar6 = 0 // Vehicles allowable II (if ever implemented) (10)ivar7 = 2 // Strategy02.dll starting prefs: turrets at AI level 2, (10)rest AI 0, (11)default scrap, nothing extra [see vars.txt for gory details on (11)bits] (12) (13)// Svar0 (.bzn filename, used to look for an .inf file like this) (14)// *not* read in, as that would cause an infinite loop (15)ivar9 = 25 //unit limit, 0 is unlimited (16)ivar11 = 1 // locks team play (17)ivar12 = 1 // lock all to team 1 (18)svar1 = "Team Humans" // Team name for team 1 (19)svar2 = "Team Computer" // Team name for team 2 You may modify these as wanted, but this alone should be okay for you. 2. How do I get a file for mymap.bmp? A. You could create one in Paint or a similar program, or you could have the computer generate one for you. To make a Bitmap (assuming you installed Bz2 to the Default folder) for your Map go to the run menu and type: "C:\Program Files\Battlezone II\bzone.exe" /shellmap 128 *****.bzn The ***** is the name of your Map. You will then find the picture in the Addon folder. 3. My biometal pools look funny. the textures clash with the terrain, what can I do? A. First, paint the surrounding terrain the same color as the biometal pool ground. then paint the same texture as the biometal pool ground. Blend to make sure there are no sharp edges and there you go. If you don't have the right texture then tough luck I can't help you. Sorry. 4. My plant shadows are going crazy! They're just one big, black blob! What's happening? What can I do? A. Right now there is nothing you can do. But in the future you can prevent this from happening. Inside your main Bz2 folder there is a file called Render.cfg. Open this file with Notepad and look for a line like this: ;darkplants = 1. Change the 1 to 0. Otherwise a shadow will be under your plants. Now this is desirable but this particular shadow will grow every time you save and load your map creating an unsightly blob. 5. My files won't save right. What's wrong? A. If your filenames are over 8 characters in length then that may be your problem. Otherwise, I can't help you. Sorry. 6. I accidentally deleted my player craft! What can I do? A. Only one thing: be more careful next time. That is one mistake that is irrevocable. 7. My multi-player map enemies are Allies. What's wrong? A. You opened up your maps .bzn file in notepad and saved it didn't you? Well, let's hope you have a backup because otherwise you'll have to start over. Now in case you're wondering I will explain this. A text editor like notepad will take binary data and attempt to turn it into aski characters (that gibberish you probably saw). If you save the file then the binary data will remain aski characters. Ruining the file and your map. If you must change something there, (like the .dll your map uses.) Then use a pure text editor. The only one I personally know of is a freeware program called frhed. Use an internet search and get it. 8. I made a mistake in my map. But I've already changed the dll file it uses and now I can't open it. What can I do?! A. This happens to the best of us. Fortunately it's easy to fix. Open the .bzn file of your map in a pure text editor (like frhed NOT notepad. See previous question.) and do a search (crtl-f in frhed) for ".dll" this should find it for you. You can then change it. (Note: frhed is weird. You have to use the delete key to remove a character in a file.) 9. My map is the wrong size. What can I do? A. Press Shift-F9. You should see a diagonal line running across your map. You may have to zoom out using the minus key. If it's not there then you'll have to create it by pressing 1 then 2 to get into edit path mode. and clicking at the point you want to be a corner of your map. And clicking again at the other corner. Then click in the gray text box in the lower-left corner and in the corresponding text box type in: edge_path. If the text box doesn't appear then press escape and keep trying, it may take a dozen or so tries but it should appear. If it is already there then just click and drag its end point where you want them. 10. My spawn points are in the wrong places. How can I fix this? A. Press Shift-F9 and look for two points entitled Recycler and RecyclerEnemy. Move these two position the player and computer start points.(If the aren't there then you can create them. See previous question.) 11. In higher Terrain detail levels my ground is invisible and my water is the wrong color. What's going on and what can I do to fix it? A. What's going on is you made your map in low detail. In low detail you only see one texture layer. In higher detail you see more then that. And if the texture layers aren't full the ground's invisible. To fix this simply enter the editor and start texturing all the layers of the map. To make it easier, run the editor in high detail. You could also use the console command editor.texture.fill to fill the currently selected layer with whatever is in the texture eyedropper. The problem with the water is similar. In low detail you only see one of the two water layers for each water table layers. If you notice in the water module, there are two RGB value settings. You have to set them both to get the right effect. 12. Why does my Editor not quite fit your description? A. I've heard that there are various editor upgrades you can get. These shouldn't drastically affect the accuracy of this FAQ but it could cause small differences. 13. The object lists don't list any scrap. Many other items are missing to. What should I do? A. Scrap, Biometal Pools, and numerous other items aren't in the lists for some reason, I don't know why. The only way to get these items is to load a level that has the missing item in it, use the eyedropper tool on the item, and write down the config name. Then go back to your map, type the name into the config box and press enter. You can now use that item. 14. I tried to place pieces of loose scrap around my map, but they keep disappearing. What's happening? A. Certain scrap pieces (Not biometal pools) are set to disappear like that. To avoid this, don't use any scrap items except for "npscrx." This object config name will create scrap that remains until a scavenger picks it up. 15. My water direction settings do nothing. What's going on? A. Your Repeat settings are probably too high. Try lowering the number in the Repeat box for both layers. 16. Every time I load my map, the number of recyclers increase by one, what should I do? A. Every time you load a map, the spawn path points (Recycler and RecyclerEnemy) make a new Recycler, causing your problem. So, open your map, delete all recyclers, and save it again. That should solve your problem. 17. When I try to load my map, its map name, description, and/or picture is wrong and it won't load right. What's wrong? A. You have it in multiple places. If you have the same map in multi-player and instant action, for example, this will happen. Either delete or move all but one of the copies, or change the filenames so that they don't match. (Don't forget to change the filenames referenced in the maps' .inf files) Hopefully any further questions of yours will be answered in the Walkthrough part of this FAQ. +--------------------------------------------------------------------+ | 4: Getting Started | +--------------------------------------------------------------------+ Okay, let's get going. First, we have to open the editor. I don't know why but the game designers kind of hid it. There are two ways to get to the editor. 1: Modify your Bz2 shortcut by right-clicking on the shortcut icon and selecting Properties. This will open up a box giving the various properties of the shortcut. in the box labeled "Target:" put the following:(Assuming you placed Bz2 in the default directory) C:\Program Files\Battlezone II\bzone.exe" /edit 2: Inside the game press crtl-~ (The tilde key "~" is right below the Escape key. Just a reminder) to access the in-game console. More on this later on, for now just type in the following: game.cheat bzeditor and press enter. You should then see the screen flash yellow and hear a voice say "Enable edit on." Whichever way you do it you now get to it the same way. (Note: if you do it the first way it's a one-time thing. While with the second-way, you have to do it every time you want to start editing.) Basically, you now start by opening up a story map or, more preferably, a single-player Instant-action map. And in-game, preferably very early on, press crtl-e. You should then see a License Agreement window. Read it, then either say yes or no. If you say no then forget about editing, but for the purposes of this document let's assume you said "I agree." Now, if you opened up a Instant Action map then continue on to the next section. If you opened up a story map(not recommended) then you should go under the Path Module of the editor(upper-right button) and in the text box, type in the following: instant.dll and then press enter. +--------------------------------------------------------------------+ | 5: Quick Overview | +--------------------------------------------------------------------+ As you can see, you are now in a 3-d satellite view of sorts along the top are the module buttons (more on these later) and along the left side are the individual controls for the modules. (more on these later) In the lower-right corner is a mini-map and in the upper-left corner are the view controls. Right now let's focus on the view controls. Right now they should be set to Solid. This provides a complete representation of your map. To the right of that is the option for Wire. When active this provides a basic black and white wireframe model of you map. This is very useful for working with height. I say black and white but objects do appear like normal, which can make things easier when looking for small objects like biometal. Below the Solid option is the Height option. This provides a wire-frame view that is color-coded to the terrain's height values. Personally I don't find this any more useful than the wire-frame view unless you're dealing with minuscule details, but you may find it more useful than I do. To the right of that is the Color option. This provides a wireframe view that is color-coded to the terrain's color settings. Personally I find this even less useful that the Height option. It's downright misleading, I think, but you may do what you want. Now that we have those four buttons down let's move on to the modules. (I nearly forgot to mention this, use plus and minus to zoom in and out) +--------------------------------------------------------------------+ | 6: Height Module | +--------------------------------------------------------------------+ Allright now on to the modules. The modules are what allow you to change most aspects of your level in Bz2, and the first one I'll talk about is Height. The first thing you'll probably notice is the greenish are around your cursor. This shows where you will be adjusting the height. The Width and Depth settings on the left, just below the view mode buttons, adjust the size of this greenish area, here after referred to as the "brush". Below that are the brush shape settings: Square: A hard edged brush Circle: A hard edged circular brush Cone: A hard-edged cone shaped brush Bell: A soft-edged bell shaped brush. (Note: For soft edges use the Bell shape. This will provide a more organic look to your world.) Below those are the Paint modes. Paint: A mode that makes use of the Foreground and Background (I'll get to them in a minute) it instantly changes the land under the brush to the set height. Spray: A mode that also uses the Foreground and Background settings. Unlike the Paint mode however, Spray starts at the current height and gradually changes the land to the set height. The speed of the change is set by the Pressure setting. Raise: This one disregards the Foreground and Background settings entirely. Instead, the left mouse button gradually raises the height of the land and the right mouse button gradually lowers the terrain. The speed of the change is affected by the Pressure value. Eyedrop: A mode that does not paint any heights, but instead can be used to acquire the value of a pre-existing height. Press the left mouse button to store the current setting of the land under your brush to the Foreground setting. Press the right mouse button to do the same to the Background setting. Below the modes come three more values. Pressure: Affects the speed of the afore mentioned Spray and Raise modes. Foreground: Determines the height, in meters, of the land that will be painted with the left mouse button. Background: Does the same as Foreground with the right mouse button. Using this module, you should be able to do everything you could possibly want to do regarding the height of the land in your map. But there is still plenty to do, we're just getting started. +--------------------------------------------------------------------+ | 7: Color Module | +--------------------------------------------------------------------+ Next comes the Color module. Here we set the colors of the various pieces of terrain in your map. Here you may notice that this module's tool set on the left is quite similar to that of the Height module, and the brush size and shape modes work the same as the Height module. Even the Paint and Spray work the same. However the Raise button now gradually changes the colors of the terrain, rather than the height. Similarly, the eyedrop tool samples color now, not height. Below that are the same pressure, foreground, and background settings only now the foreground and background are color settings using RGB values. (RGB stands for Red-Green-Blue and is often used in color making. The first number adjusts the amount of red in the set color, the second number sets green, and the third sets blue. The proper number values range from 0 to 255, and range from light to dark with 0 0 0 being black and 255 255 255 being white. Experiment) +--------------------------------------------------------------------+ | 8: Texture Module | +--------------------------------------------------------------------+ Texturing in Bz2 is similar yet again to coloring and height mapping. But this time you probably notice that you have another toolbar on the right side of the screen. This bank of images corresponds to the various textures you may use. The references are found in your map's .TRN file and may be modified using Notepad. Textures in Bz2 use .tga, .bmp, and Softimage .pic files (NOT the Mac format files of the same name) You may use any naming convention as long as the file name is no longer than eight characters before the extension. The files should be created and saved in 24-bit format. Or you could just use those that come with Bz2. (Note: textures don't tend to have colors because much of the coloring is derived from the color module. However for small details, like a yellow line on a road, you may want to use color in your textures) The texture module tool set works less like the height module tool set than the Color module did. The differences are as follows: Raise: this automatically makes the Foreground value 255 and the Background value zero, basically allowing you to erase or reveal more or less of the painted texture. Blend: this now blends or smoothes out the edges of textures. Eyedrop: This tool now samples textures. It will update the sampled texture and the Alpha value of the sampled point. (The Alpha value sets the transparency of something with 0 being fully transparent and 255 being fully opaque) Pressure: This is now a percent value (0-100) used to determine the speed of which a value reaches a desired value. Foreground: This now determines the Alpha value of the brush. Background: Same as Foreground except painted with the right-mouse button. Texture: This correspends with the TileTexture numbers listed in the map's .TRN file. You might as well ignore this and use the Texture toolbar on the right of the screen. (WARNING: The following is from what I have gleaned from other people. I personally have never fully figured out how texture layers work.) You probably noticed that I skipped over the layers options. Well, here I talk about them and bring up an important point that I wanted to say earlier but couldn't easily: Work with the editor on high terrain detail. In low and medium terrain detail the player only sees part of the terrain and water layers. If you edit in Low terrain detail then a player in High terrain detail might have invisible terrain and funny colored water. (see Faq Question #11 for more details) By layering textures you can create advanced texture effects. Far beyond what a beginner need do. The best I can say is look at what others have done. Specifically, use the Solo button (The S button right beside the numbered layer buttons) to view only one layer at a time and experiment yourself. +-------------------------------------------------------------------+ | 9: Water Module | +-------------------------------------------------------------------+ Now, you'll probably notice that the water module (which can also be used to create lava) has a very different looking tool set from the previous modules that we've worked with. It also has many more settings. Don't worry, it is very intuitive once you get to know it. The first thing you should know is that there can be up to 16 water layers in a single map. Each with different coloration, speed (or velocity), texture, flow direction, height, etc. However, each layer is actually comprised of two different layers which create a type of rippling effect in the water. These two layers can have different colors, texture, speed, and certain other variables, which are separate from the other layer. Now let's break down each text box and what it does. First, the Width and Depth settings. These adjust the size of your cursor in open spaces. To best illustrate what I mean by " open spaces" I want you to dig a hole with the height module. Now go under the water module and Solid view. Unless you have your height setting wrong in the water module (see below) you should see that your cursor appears to conform to the edge of the terrain. Click to place some water there. Now go under the wireframe view. You'll see that your cursor is now a box and you can see the water you placed as an outline of a box. Now I want you to do one more thing. Go back to the Height module and dig another depression within the box you can see in the wireframe view, but separate from your previous hole. Now observe the difference. Your second hole should be at least partially filled with water. When you placed the water you didn't fill in your first hole, you merely created a miniature water table that your first hole just happened to reveal. When you dug your second hole you uncovered the water that was there ever since you placed it for your other hole. Therefore you should be careful. The cursor you see in the solid view may or may not be all of your cursor. Layer: This chooses which of the 16 water layers you are currently editing. Height: This sets the height of your water. The best way to calculate the height of your water is to take the height you want your water to be and divide by ten. (Don't be afraid to use decimals) (Note: If you want your water to be decorative and not a threat to tracked vehicles, make your water very shallow. Never more than 20 meters deep I'd say. If you want Attilas to be fine but not, say, Assault tanks, try somewhere around 30 meters deep) Veloc: This sets the speed, or Velocity of the water. If you notice, there are two Veloc settings. The first one is for one layer, the other is for the other layer. (All settings like this do the same to both layers. For instance, there is no difference between the two direction controls than that they control separate layers. As such, I won't bother mentioning when a setting has two boxes) Repeat: Sets the size of the water textures. Basically controls the size of the ripples in the water. Direction: Self-Explanatory. Sets the direction the water flows. Texture: Sets the texture used for the water. The known texture layers for water are: water256.tga, toxic_water.tga, plutoice.tga, and rendlava.tga. (You could probably use any .tga file, that is just a theory though) Color: This sets the RGB value of the water. Alpha: This sets the Alpha (transparency) of the water. Glow: This decides whether the water will give off light or not. +--------------------------------------------------------------------+ | 10: Environ Module | +--------------------------------------------------------------------+ This Module was originally going to be used to place things like rocks, trees, bushes, algae, etc. However, before the game was shipped this function was moved to the object function, leaving the Environ module useless. Ignore it, there's nothing you can do with it. +--------------------------------------------------------------------+ | 11: Object Module | +--------------------------------------------------------------------+ This module places objects, obviously. Rocks, trees, vehicles, buildings, bridges, scrap, etc. First, before you do ANYTHING check FAQ question #4. Now, after you did that, let's move on to an overview of the module. Place: Puts an object where you're cursor is. Erase: Removes the selected object. Eyedrop: Copies the parameters of the selected object. (Note: If you want to change the parameters of an object that has allready been placed then you have to use this tool. Eyedrop its characteristics, make your changes, and place the object again. Now delete the old one) Move: Allows you to move an object by clicking and dragging it. This also allows you to rotate an object. (To rotate an object, move your cursor over it and then move it slightly away, but don't deselect it. You should see a little white line between your cursor and the object. Now press the right-mouse button and the object should rotate to face the white line) Ground: With the Ground button on, all objects you place will be placed at ground level. Align: This allows you to align an object to the center of the wireframe square it is occupying. Height: When Ground is toggled off you can place an object at a specific height using this box. Config: This is the best way to select what object to place. Basically type in a value, like npscrx for scrap, and you will be able to place that item. Label: This allows you to name an object to better keep track of it in the editor. It does not affect anything from the player's perspective. Name: This changes what the player sees with his targeting computer. Like when you move your targeting cursor over a biometal pool it says "Biometal Pool." With this tool you could change the words "Biometal Pool" to whatever you want. Team: This changes who the object will be allied with. 0 is used for environment such as plants, 1 is the player's team, 5 is the enemy, and I think every any other number makes an object allied with the player but not under their control. (Note: I have heard, but NOT confirmed, that 6 is the team number used for Player 2 in multi-player strategy games. By strategy I mean human base against human base NOT human base against computer) Group: Sets what group the object will be in (a.k.a which F key will select the object). Skill: Sets the AI level of the object. Lists: Allows you to easily select certain (but not all) objects. Look through them. Now there is one thing you MUST DO if you intend to play your map with a computer. Near your recycler, place an object with the config name: pspwn_1 If you don't, the AI won't work on the computer's side. +--------------------------------------------------------------------+ | 12: Path Module | +--------------------------------------------------------------------+ This sets what DLL the level uses. This is vital. Pay attention to the following list: Deathmatch games: deathmatch01.dll, Multi-player Instant Action games: mpinstant.dll, Multi-player Strategy games: strategy02.dll. Single-Player Instant Action games: instant.dll. +--------------------------------------------------------------------+ | 13: The "Shift-F9 View" | +--------------------------------------------------------------------+ Hopefully now you know how to use the tool I've been calling the "Editor" but we're not done yet. There are two more tools to learn. The Console and the "Shift-F9 View." Better name anyone? ;) This section will teach you how to use the Shift-F9 View. (Hereafter called "the Satellite View" Now, to access the Satellite view, have the Editor mode active. Now make sure you are in the game. Not paused, not in the editor, not in the console. Now press Shift-F9. You should be in a graphically simplistic satellite view. Don't be fooled by the graphics, this tool is vital and very simple to use. The only controls are the left-mouse button, the plus and minus keys (to zoom in and out), the delete key (self-explanatory), and the number keys. You should see three menus: Edit, Draw Mode, and Commands. Ignore Commands, judging by the team names (American and Soviet) it is merely leftover from Bz1. It is useless for us unless you want to give yourself free scrap (or take away but who would want to do that?) You can probably ignore Draw Mode. This sets what all is drawn in the main display. Experiment if you want but don't turn too much off. What we need is the Edit Menu (To start with it will say Edit Mode but this title changes as you use it) Press 1 then 2 to select Edit Path. Now you can do all sorts of stuff, most of it unknown to me I'd guess. All I have for the default BzII mapmaker is what I have that works for the Route 66 pack. So the following list may include some that don't work. However, I know that some do work. (In short, don't blame me if some of them don't work or some aren't in here. I didn't write the following, I just copied it in from the Route 66 mod pack) "All path point names are case-sensitive. They must be spelled exactly as shown here; otherwise, the game may crash or certain objects will not be built as expected. - Recycler The Recycler path point determines the area where the human team recycler will be located. This should be placed in or near the intended human team base building area. - RecyclerEnemy The RecyclerEnemy path point determines where the computer team recycler will be located. The recycler will be deployed very near this point, so the path point should be located with care. - holdserv The holdserv path point is meant for the location of service units intended for computer team maintenance. This path point should be located near the RecyclerEnemy path point. - cbun1, gtow1, gtow1b The cbun1, gtow1 and gtow1b path points must be placed near each other and aligned with the map grid. Failure to place these points properly may prevent the computer team constructor building the corresponding command bunker and gun towers. This could result in "AI Freeze". If the computer team is Scion, only the gtow1 path point will be used. These path points should be placed in or near the computer team base area. - cbun2, gtow2, gtow2b The cbun2, gtow2 and gtow2b path points must be placed near each other and aligned with the map grid. Failure to place these points properly may prevent the computer team constructor building the corresponding command bunker and gun towers. This could result in "AI Freeze". If the computer team is Scion, only the gtow2 path point will be used. These path points should be placed in or near the computer team base area. - cbun3, gtow3 The cbun3 and gtow3 path points must be placed near each other and aligned with the map grid. Failure to place these points properly may prevent the computer team constructor building the corresponding command bunker and gun towers. This could result in "AI Freeze". If the computer team is Scion, only the gtow3 path point will be used. - gtow4, gtow5, gtow6 The remaining three gun tower patch points are used only when the computer team is Scion and may be placed anywhere a gun spire can be built. - hold1 - 4 These are the standard hold points referenced by AIP file Hold plans. The hold path points may be placed anywhere; locations near critical scrap pools or choke points are good places for hold points. - stage1 - 3 These are the standard stage points used by AIP Attacker plans to stage attacking vehicles on their way to human team targets. The stage path points are best located near enough to the human team base to avoid allowing the vehicles of an attack group getting separated between the stage point and the target. Care should be taken to position the stage path points so the attacking vehicles have an unobstructed path to their targets. - holdTRT1 - 3 The holdTRT path points should be placed within the computer team base area in the line that would be followed by the human team ISDF bomber. If the computer team is ISDF, TRT's will be positioned at these path points to defend against aircraft attacks, the bomber in particular. - artlef1 - 3 The artlef path points should be placed on an elevated area near the computer team base in the line that would be followed by the human team ISDF bomber. If the computer team is ISDF, specially modified Archers will be placed at these path points to defend against aircraft attacks, the bomber in particular. - artlgas1 - 2 The artlgas path points should be placed on an elevated area near the human team base within mortar range. During the latter stages of a game session, if the computer team is Scion, Archers will be positioned at these path points to provide opportunity attacks against human team units. - attack1 - 3 The attack paths are three sets of connected path points that provide a running path for attacking squads dispatched by the G66 DLL. These paths may be run along virtually any course; however, care should be taken to avoid steep slopes, deep water and other obstructions. It is best to place the starting path point near or within the computer team base and place the ending path point within the human team base. - mbtattack The mbtattack path is a set of connected path points that provide a running path for attacking hovercraft dispatched by the G66 DLL. Since only hovercraft will be dispatched on this path, it may run over terrain that might not be accessible to non-hovercraft vehicles. Water for example is not an obstacle. It is best to place the starting path point near or within the computer team base and place the ending path point within the human team base. - patrol1 - 3 The patrol paths are sets of connected path points whose starting and ending points are near to one another to form a closed loop. Units dispatched by the G66 DLL onto these paths will patrol continuously from beginning to end over and over. - build1 - 2 Extra units built by the G66 DLL are inserted into the map at the build path points. Assault group leaders are created at build1 and support units are created at build2. These path points should be placed within or behind the computer team base area. - asmbl1 Newly created assault group leaders, whether built by the G66 DLL or the AIP files, are dispatched to the assembly path point. There they will wait until support units are built for them. When the complete assault group is ready, the G66 DLL will dispatch them to an attack path. The assembly point is best placed within or behind the computer team base area. - furyspwn If the human team builds an ISDF Bomber Bay, one or more Furies will be created by the G66 DLL at the fury spawn path point and dispatched to attack the human team base or to defend the computer team base. The fury spawn path point should be placed in an elevated or otherwise relatively inaccessable area. - turretEnemy1 - 6 A single computer team turret will be placed at each of these path points. These can be placed anywhere on the map, though the computer team base area, scrap pools and choke points are among the best places to put them. Some of these turrets will be repositioned to hold points at startup. At the computer team reinforcement interval, new turrets will be placed at these points, if the previously placed turret has been destroyed. - SentryEnemy1 - 3 A single computer team Sentry or Missile Scout will be placed at each of these path points. These can be placed anywhere on the map. At startup, these vehicles will be dispatched to patrol paths. At the computer team reinforcement interval, new vehicles will be placed at these points, if the previously placed vehicle has been destroyed. - RcktTwr1 - 6 A single Rocket Tower or Rocket Pod will be placed at each of these path points for the computer team. These can be placed on any flat surface on the map. These units will not be replaced when destroyed. - PwrGen1 - 2 A Power Generator is required for every three Rocket Towers. Failure to provide the proper number of Power Generators to accomodate the Rocket Towers will prevent the computer team building its base. If you place three or fewer Rocket Tower path points, place at least one Power Generator path point as well. For more than three Rocket Tower path points, place both Power Generator path points. These path points may be placed on any flat surface on the map. Destroyed Power Generators will be replaced, though they will not likely appear at the original points since their construction will be directed by the AIP files. - Turret1 - 3 A single Human team turret will be placed at each of these path points at startup and placed under the commander's control. At the human team reinforcement interval, another turret will appear at each of these points. - Scout1 - 3 A single Human team scout will be placed at each of these path points at startup and placed under the commander's control. At the human team reinforcement interval, another scout will appear at each of these points. - Tank1 - 3 A single Human team tank will be placed at each of these path points at startup and placed under the commander's control. At the human team reinforcement interval, another tank will appear at each of these points. - ammo1 - 3 A single ammo kit will be placed at each of these path points. Another such kit will appear at the human team reinforcement interval. - repair1 - 3 A single repair kit will be placed at each of these path points. Another such kit will appear at the human team reinforcement interval. - Fury1 - 6 A single computer team Fury will be placed at each of these path points at startup. Fury1 through Fury3 will be flying vehicles; Fury4 through Fury6 will be ground vehicles. At the computer team reinforcement interval, the type of Fury placed at each of these points will be reversed. - Interceptor1 - 3 A single computer team Interceptor will be placed at each of these path points. Another will be placed at each point at the computer team reinforcement interval." {End Route 66 List} The following is the list of path points to use with the Battlezone II Community Project: Forgotten Enemies, a community authored expansion pack. Like the previous list, I did not write this, I merely copied and pasted from mpipathpoints.txt. A file that comes with Forgotten Enemies. FE MPI Required Path Points --------------------------- Recycler: location of player recycler RecyclerEnemy: location of computer recycler pgen1,2,3,4,5,6,7: Hadean battery trays or EDF command bunkers built by AIP epgen1,2: Hadean battery trays built by AIP ipgen1,2,3,4,5,6,7,8,9: EDF Power Generators built by AIP (EDF only) stage1,2,3: Attacking vehicle groups "stage" at these points hold1,2,3,4: Vehicles placed by AIP to "hold" areas at these points patrolBase1: scouts and Sentries will patrol this path during sieges patrolBase2: other hovercraft will patrol this path during sieges FE MPI Semi-Required Path Points -------------------------------- spike1,2,3: Hadean Spikes, EDF Gun Towers or Scion Gun Spires built by AIP def1,2,3: Hadean Defenders, EDF Gun Towers or Scion Gun Spires built by AIP gt4,4a: Hadean Defenders, EDF Gun Towers or Scion Gun Spires built by AIP gt5,6,7: Hadean Spikes, EDF Gun Towers or Scion Gun Spires built by AIP gt8: Hadean Spike, EDF Gun Tower or Scion Gun Spire built by AIP during siege fact: Xenomator or EDF Factory built by AIP (not used by Scion) cbun: Eyes of Xyr or EDF Command Bunker built by AIP armo: Weapon Vat or Armory built by AIP (not used by Scion) sbay: Repair Vat or Service Bay built by AIP (not used by Scion) train: Believers Vat or Training Center built by AIP (not used by Scion) tcen: Tower of Xyr or Tech Center built by AIP (not used by Scion) bbay: Bomber Bay built by AIP (EDF only) kiln: Scion Kiln built by AIP (Scion only) antm: Antenna Mound built by AIP (Scion only) dowe: Dower built by AIP (Scion only) stro: Stronghold built by AIP (Scion only) FE MPI Optional Path Points --------------------------- mpic#_fvturr_ivturr_evturr: placement of extra turrets at start mpic#_fbspir_ibgtow_ebgt2g: placement of Gun Spire, Gun Tower or Spike at start mpic#__ibpgen_ebpgen: placement of extra EDF Power Gens or Hadean Battery Trays at start jamm1, jamm2: Scion Jammer built by DLL (Scion only) gtow1: placement of extra turret at start gtow2,3,4,5: placement of extra turrets at start scoutEnemy1,2,3,4,5: placement of extra scouts at start tankEnemy1,2,3: placement of extra MBT's at start ScavengerEnemy: placement of extra scavenger at start ammo1,2,3: placement of ammo pods at start and at reinforcement intervals repair1,2,3: placement of repair pods at start and at reinforcement intervals Optional Portal Path Points --------------------------- portalPatrol0: units emerging from PortalF0 patrol this path portalPatrol1: units emerging from PortalF1 patrol this path portalPatrol2: units emerging from PortalF2 patrol this path portalPatrol3: units emerging from PortalF3 patrol this path portalPatrol4: units emerging from PortalF4 patrol this path portalPatrol5: units emerging from PortalF5 patrol this path portalPatrol6: units emerging from PortalF6 patrol this path portalPatrol7: units emerging from PortalF7 patrol this path portalPatrol8: units emerging from PortalF8 patrol this path portalPatrol9: units emerging from PortalF9 patrol this path groupE: Cerberi units built here by DLL Portals ------- PortalA0 - PortalA9: units emerging from these portals goto path point "hold1" PortalB0 - PortalB9: units emerging from these portals goto path point "hold2" PortalC0 - PortalC9: units emerging from these portals goto path point "hold3" PortalD0 - PortalD9: units emerging from these portals goto path point "hold4" PortalE0 - PortalE9: reserved for Cerberi units, built at path point "groupE" PortalF0 - PortalF9: reserved for units patroling paths "portalPatrol#" Portals must be object "hbport" and they must be assigned to team "0". Be sure to orient portals within a group alike. For portal group "F" be sure to set up the corresponding patrol paths so the assigned units always enter on the same side. For all portals, make sure the emerging unit can move directly away from the portal immediately. If a unit assigned to a given portal group moves too near any portal in that group, it will be "captured" by the portal and transported to the next portal in the group. Units to be assigned to the portal groups must be assigned to team "6" and placed very near the portal which they will enter when created. The DLL will remove these "seed" units at game session start. Unit names must follow the pattern "PortalUser$" where "$" is a capital alphabetic letter, "A" through "Z". The standard portal-using units with their standard names and default portal (or hold point) assignments are: evpumislu - PortalUserA - PortalA0 - hold1 ivpurckt - PortalUserB - PortalA0 - hold1 fvpuarch - PortalUserC - PortalA0 - hold1 evpuatank - PortalUserD - PortalB0 - hold2 ivpurbomb - PortalUserE - PortalB0 - hold2 fvpurbomb - PortalUserF - PortalB0 - hold2 evpuatanku - PortalUserG - PortalC0 - hold3 ivpuatank - PortalUserH - PortalC0 - hold3 fvpuwalk - PortalUserI - PortalC0 - hold3 ivpuewalk - PortalUserJ - PortalD0 - hold4 ivpuwalk - PortalUserK - PortalD0 - hold4 fvpuatank - PortalUserL - PortalD0 - hold4 evputurr - PortalUserM - PortalD0 - hold4 ivputurr - PortalUserN - PortalD0 - hold4 fvputurr - PortalUserO - PortalD0 - hold4 cvpuscout - PortalUserP - PortalE0 cvputank - PortalUserQ - PortalE0 cvpuatank - PortalUserR - PortalE0 cvpurbomb - PortalUserS - PortalE0 cvpuwalk - PortalUserT - PortalE0 evpuscout - PortalUserU - PortalF0 ivpuscout - PortalUserV - PortalF0 fvpusent - PortalUserW - PortalF0 evputank - PortalUserX - PortalF0 ivputank - PortalUserY - PortalF0 fvputank - PortalUserZ - PortalF0 Allied Race Units: avpuesct2 - PortalUser1 - PortalE0 avpuemisl2 - PortalUser2 - PortalE0 avpueatnk2 - PortalUser3 - PortalE0 avpuimbk2 - PortalUser4 - PortalE0 avpuirbmb2 - PortalUser5 - PortalE0 avpuirckt2 - PortalUser6 - PortalE0 avpufsct2 - PortalUser7 - PortalE0 avpufrbmb2 - PortalUser8 - PortalE0 avpufwalk2 - PortalUser9 - PortalE0 Units assigned to portals should be "pu" variants only. The complete type list supported is: "vputank", "vpuatank", "vpuwalk", "vpuewalk", "vpuscout", "vpusent", "vpumisl", "vpuarch", "vpurckt", "vpuscav", "vpuserv", "vpumbike", "vpumort", "vputanku", "vpuatanku", "vpumislu", "vpurbomb", "vputurr". The AIP files may contain "BuildMinimums" plans for units assigned to PortalA0, PortalB0, PortalC0 and PortalD0. These portals are intended to be paired with one other portal of their group which lies near one of the hold points, hold1, hold2, hold3, or hold4. As units emerge from the paired portal, they will be directed by the DLL to the associated hold point. From there the DLL sends the group to attack the human team's base. These units will go to the hold point even if the assigned portal group does not exist or has been destroyed. At least three units are expected to be sent to PortalA0 and PortalB0 to be sent to attack the human base. Otherwise, the units will stay at the hold point until at least three units are sent to the hold point through the portal. At least two units are required for the attack through PortalC0 and PortalD0. Cerberi and other allied race units, ODF names beginning with "a", are built by the DLL at path point "groupE" and immediately go to PortalE0. When they emerge from one of the other PortalE# portals, they are sent to attack human team base buildings and units by the DLL. PortalE0 and the "groupE" path point should be placed "off map" where the players can not easily approach them. The AIP files may contain "BuildMinimums" plans for units assigned to PortalF0. When they are built, these units immediately go to the assigned portal. When they emerge from another portal in the group, they are sent by the DLL to the associated "portalPatrol#" path. This path may be a loop which returns to the same portal, or it may lead to another portal in the group. These patroling units will patrol each path and teleport to the next in a continuous cycle. Notes ----- a) Avoid locating the computer team base on the south side of the map. Computer team buildings are always oriented facing south. By placing the base in the north, or to the east or west, units emerging from the recycler and factory will have less difficulty moving out of the base. Otherwise, the recycler and factory can be an obstacle to the free movement of these vehicles. b) The large base buildings occupy four grid squares. Mid-size buildings occupy two squares. When placing path points for these buildings, do not center the path point on the building's desired location, as would be done for the smaller one-square buildings. Place the pathpoint in the center of the lower or lower-left square to ensure the larger building is properly placed. c) The "required" path points must be placed on the map. The computer team cannot be placed and function without them. d) The "semi-required" path points are needed to locate key buildings. Failure to place these path points may not cause the computer team to malfunction, but it may result in haphazard base development. Furthermore, failure to carefully plan the placement of power generators and other buildings can result in a placement conflict during the course of a game session. The computer team will "freeze" and not be able to proceed if it cannot build a required structure because of placement conflict. e) The "optional" path points may be omitted to avoid placing the associated start-up units. Be aware that start-up units requiring power will need an appropriate number of power generators somewhere on the map at start up. These power generators may be near the powered units, as they would normally appear, or they may actually be located beyond the map's "edge_path" to prevent their destruction by players. f) Hadean and EDF base buildings must be placed contiguously. Careful planning and placement of the path points is required to avoid placement conflict and construction failure because of "gaps" between buildings. On the other hand, the Scion operate more efficiently if their buildings are given some placement separation. The base buildings are constructed in this order by location: Hadean - pgen1, spike1, epgen1, fact, cbun, pgen2, spike2, armo, sbay, epgen2, pgen3, spike3, def1, def2, def3, pgen4, gt4, gt4a, pgen5, gt5, pgen6, gt6, train, tcen, pgen7, gt7 EDF - ipgen1, pgen1, spike1, ipgen2, fact, cbun, ipgen3, pgen2, spike2, armo,ipgen4, pgen3, spike3, ipgen5, sbay, ipgen6, def1, def2, def3, ipgen7, train/tcen, ipgen8, bbay, pgen4, gt4, gt4a, pgen5, gt5, tcen/train, ipgen9, pgen6, gt6, pgen7, gt7 (ipgens are power, pgens are bunkers) Scion - kiln, antm, dowe, spike1, spike2, stro, spike3, def1, def2, def3, gt4, gt4a, gt5, gt6, gt7 g) The path points "spike1" and "def1" must be placed contiguous to "pgen1". h) The path points "spike2" and "def2" must be placed contiguous to "pgen2". i) The path points "spike3" and "def3" must be placed contiguous to "pgen3". j) The path points "gt4" and "gt4a" must be placed contiguous to "pgen4". k) The path point "gt5" must be placed contiguous to "pgen5". l) The path point "gt6" must be placed contiguous to "pgen6". m) The path point "gt7" must be placed contiguous to "pgen7". n) Place the "stage" points carefully to give attacking units an unobstructed path to the player team base area. Attacking units that get blocked by the terrain may cause the computer team to "freeze" and prevent progress beyond that point in their strategy. o) avoid placing start-up objects, especially set-pieces, on path points where objects will be built during the game session, even if they are of the same type. This will help avoid construction conflicts. p) RECOMMENDATION: to test computer team base building without having to fight off attacking hordes, follow these steps: 1) make a backup copy of the *inst0*.aip file 2) replace the content of the *inst0*.aip file with *inst1*.aip 3) strip out all attacker plans from the new *inst0*.aip file 4) strip out CollectField plans, if there is no loose scrap on the map 5) start an MPI session using the modified map 6) DO NOT DEPLOY YOUR RECYCLER 7) observe the computer team constructor(s) until base building is complete As long as you do not deploy your recycler, the DLL will not switch to another plan file, so you will not have to face attackers and can observe the computer team's base construction in relative peace. Be careful not to approach the computer team's recycler too closely; otherwise, the DLL will switch to the siege AIP file and begin building attack groups. The safe distance for stock DLL maps is 300m. For the modified FE DLL, the distance is 150m. By this means, base construction testing is simplified, allowing rapid turnaround between testing, map modification, aip file modification and retesting. Once this testing is completed, restore the *inst0*.aip file from the backup you made. q) RECOMMENDATION: always place some loose scrap on the map. This will get the computer team scavs moving right away so they do not block the recycler and keep the constructor from moving freely. It doesn't have to be much. Place four to six pieces of scrap at five to nine locations around the map. No more than two or three of these scrap fields should be located near the human team base area. {End of Forgotten Enemies list} Now, let me tell you how to place these paths and path points. First lets say this: path points are paths with only one point. Now, to create say a single patrol path, you would click where you want the patrol to begin, then click a short distance away, then click again, and so on until the path is finished. Now click in the small box in the lower-left corner of the screen. A windows box should appear. If it doesn't then press Escape and try again. It may take around a dozen tries or it may work first time. It varies, but it should eventually work. Now name your path "patrol1." (or whatever, depending whether you're creating a patrol or not) (I have no idea what the other options are for. So don't ask.) Now that's about it for the Satellite View. +--------------------------------------------------------------------+ | 14: The Console | +--------------------------------------------------------------------+ The Console is a tool that is very easy to use, yet it is infinitely complex. You can change numerous parameters of your map in it. I've seen it said by another FAQ writer that "There are so many commands that you can use that I don't think I've explored them properly myself, and I've been making maps for this game for nearly 3 years now." (Name of writer unknown. Source: Number 1 (Check the Credits section)) He also said that it is nearly impossible to document every command. I must agree, but I will cover as many as I think you need. Access the console by pressing crtl-~ key just as you may have done to access the editor in the first place. (I would recommend doing this in-game or at the pause menu in such a way that you can see the sky, as this tool is used to change many sky parameters among other things) First let's discuss the basic format of commands in the console. let's do this by activating rain and changing its color. first, type "ls" into the console and press enter. (Make sure you're resolution is 960X720 or higher, else you won't be able to see all of the commands) (You don't have to type in ls, I just wanted to let people know it was there) Now type in rain and press enter. (From now on I'll stop telling you to press enter, I think you'll live) You should see a list of further commands. Amongst them is the one we want: Cmd toggle. We want that one, so now type rain.toggle (You don't have to type rain first you could just have opened up the editor and have typed in rain.toggle and gotten the same result) Now it should come up with a list of statistics. These are the current settings pertaining to rain. They will vary depending on what map you started with, but for the purposes of this tutorial let's say rain is disabled. To enable it (Yes you could have done the following first but Hey, I'm trying to teach you how to do it on your own not to be a speed demon) type rain.toggle 1 This should enable rain. Type rain.toggle to view the change in the list of statistics. On just about everything in the console, 0 equals disabled and 1 equals enabled. Now lets change color. Type in rain.color You should see the current RGBA value of the rain. (RGBA stands for Gamma-RGB) let's change this to a toxic-looking rain. type in rain.color 0 80 20 50 Now your rain should be a green with a little blue with a Gamma value of 50. Now let's do something extra. Maybe we should turn that rain to snow. Type in rain.texture snowflake.tga Now it's snowing! (lightflare.tga is the normal texture for rain) Now if you leave the level, even if you press crtl-S, these changes won't be saved. To fix this, type in sky.save Now press crtl-S and save the changes, if you want. Other functions in the Console work much the same way. Type in the name of a directory, and you get a list of subdirectories, type in the directory, a period, and a sub-directory, and you get another list or some settings, depending. (Or in some cases like that of sky.save, seemingly nothing happens, but it is actually quite important. Experiment) It would be ridiculous to document everything but I would like to explain some things. Dome: This is one of the many settings that govern the sky. Type in dome.name *****.xsi to change the dome. The available .xsi files are as follows: banedome.xsi, plutodome.xsi, miredome.xsi, and rendsky.xsi Sprites: You can add Sprites to your sky by typing in sprites.texturename * (The * stands for any of the following filenames) aurora1.tga aurora2.tga aurora3.tga aurora4.tga aurora5.tga earth.tga godlight1.tga godlight2.tga lightflare.tga pscharon.tga pscomet1.tga psgalax1.tga psnebu01.tga psnebu02.tga psnebu03.tga psnebu04.tga saturn.tga saturn2.tga Fog: Fog seems obvious, just go under the fog directory. Well, that is fine for creating patches of fog but what if you want fog everywhere? Go to the sky directory. There you will find sky.fogcolor and sky.fogrange. Lightning: I've never actually gotten lightning to work myself but the settings are under sky.bolt, a hidden directory. (By this I mean you can type in sky and not find the a listing for bolt) Team Colors: You can change the team colors by typing game.teamcolors * * (I know Red and Blue will work, others might. The first asterisk stands for the humans. For example: If I wanted blue humans and red computer then I would type game.teamcolors blue red then press enter) Free Units and Buildings: If for testing reasons (or plain dirty cheating reasons) you need unlimited resources, type in game.cheat bzfree This will make all buildings and unit costs go down to 0. That's about it, happy editing. +--------------------------------------------------------------------+ | 15: Saving Your Map | +--------------------------------------------------------------------+ To save a map, press crtl-s inside the Editor. This should bring up a save window. Now save your single-player Instant-Action Map in the "Battlezone II\data\missions\instant\mymap" directory. (Substitute "mymap" for your map name) +--------------------------------------------------------------------+ | 16: Converting your map to multi-player | +--------------------------------------------------------------------+ Okay, this should be easy. You have a single-player map that you want to be multiplayer. Okay then. Open up your map, delete the recyclers (see FAQ #16 but don't save the map just yet) Now go under the Path module and change the DLL to mpinstant.dll. Now save the map in the Battlezone II/addon/missions/multiplayer/mymap folder. (Use whatever you want for mymap) Now exit Bz2 and copy your single-player .inf,.bmp,and .des files over. Now move your single-player map out of the Battlezone directory.(Don't delete or you'll lose it. It could be useful for back-up purposes. Don't leave it there either. See FAQ #17) Now you should be done. However be sure to test it by starting a new LAN game(No one else has to connect) And play the map by yourself. +--------------------------------------------------------------------+ | 17: Credits | +--------------------------------------------------------------------+ Although most of this is mine. I couldn't have done it without help from other sources. All but the last two of these offered general information. No one but me actually wrote this. (Unless you count those two lists of paths and path points in section 13) 1. The Pandemic Lizard Map Tutorial 2. Damage.ex's Map Making and Advanced Map Making pages 3. Pandemic Studios BZII Art Director Carey Chico for his Map Maker instructions 4. The Battlezone Launch Pad 5. The creators of the Route 66 pack for their list of paths and path points 6. The Battlezone II Community Project: Forgotten Enemies (I have to admit, anyone who doesn't have this expansion pack doesn't know what they're missing. Get it, even if all you have is a 56K modem, get it. It's available free over the Internet) +--------------------------------------------------------------------+ | 18: Contact Information | +--------------------------------------------------------------------+ I have had bad experiences in the past with spam so let me make myself clear: do not E-Mail me unless it is in direct relation to this FAQ. Please use the Subject line: "BZII Mapmaker FAQ". Usefull criticism would be appreciated but hate mail is not tolerable. My E-Mail address: horigan@earthlink.net Now Goodbye and I hope I helped you out in some way. +--------------------------------------------------------------------+ | 19: Version History | +--------------------------------------------------------------------+ Version 1.00: First version, what more do you need to know? Version 1.5 : Fixed some grammatical and spelling errors, added section 19: Version History. Added section 15: Saving Your Map. Revised section 18: Contact Information. Revised section 13: The "Shift-F9 View". Slightly revised section 2: Legal Stuff. Slightly Revised section 17: Credits to accomadate the changes made to Section 13.