User:Woods

Map Levels

The game map consists of many cubes or voxels, similar to other games such as Minecraft or Dwarf Fortress. Each cube has three coordinates that define where it is on the map, but only the vertical component is shown numerically by the level indicator on the mini-map. The levels range from 0 to 12 as you go up and down to -12 (?) as you delve into the ground. When you build, destroy, order units, or just about anything, you specify a cube, so it is very important to know which cube you currently have the cursor on. Mistaking which level you are on, causes many mistakes.

The following show the same area of a starting map with the mini-map and level indicator. You may want to create a new map and experiment yourself.



We are beginning, as the game does, with the cursor on level 1. The cursor is on a flat grassy area. So when you perform an action you are changing the grass, right? Actually, that is wrong (most of the time). The cursor is currently displaying the cube of air above the cursor square. When the cursor is empty or just contains an object, it shows the name of the cube below, in this case "Grass". (Grass is actually another name for "Dirt". The label grass only indicating that the top of the cube has been exposed to sunlight so it is green.) Why did I say (most of the time) above? That is because there are a few commands which take action on the cube below the cursor. Otherwise how could you ever dig down?



Let's move the cursor a bit to the west without changing the level. Now we see the whole cursor, top and bottom while before, we were only seeing the bottom. The tooltip still shows "Grass" but in this case it means the cube in the cursor instead of the cube below. (The game can't tell you what's in the cube below because it is "unknown" to you.).



Moving the cursor one to the north west and we see a cursor very similar to the first one. However the square is on the top of the cube level instead of the bottom. The indications are subtle. The square is a bit yellower or brighter. Also you might notice the position of the tooltip is a bit lower. These indications can often be missed, so we need to be able to make sure we know where the cursor is. How?

First make a habit of checking the level indicator. Second, move the map up and down by using the mouse wheel or the keys "Q" and "X". (You may want to experiment with this if you have the game running). Often just moving the cursor up or down a level helps make clear which level you are on. If you move the cursor higher, all the visible ground below it is dimmed, indicating that you are above that ground. If you turn the grid on, with the Grid button on the min-map or by pressing "G", you get an even clearer indication of the level as all empty lower cubes are fogged. One common mistake is to try to do something on the ground, but have the cursor floating in the air a few levels higher!

Objects are interesting in that they only exist in the cube where they are created, even though the graphics may show areas outside the cube. The object's name is shown in the tooltip below the name of the cube the object is on (it might be better if the names were reversed). The palm tree is on the sand. (Now you see why the "Grass" tooltip in the first pictures changed position a bit. The name of the cube or object IN the cursor is lower than the name of the cube below the cursor.) If you move the cursor up one, you will see that the cube containing the tree is "Air" and there is nothing above it even though the graphics show a tree trunk and higher leaves.

You may also hear the term half level. This is because of the older versions of the game where walls used to take up one level, but now, similar walls take up two levels. However, underground rooms normally have just one level. You can also build one level buildings (with the roof above that) if you wish. While the normal door (looks to be) two levels high, there is also a halfling door and a door meant for dungeons, which are only one level high.

Why did I say (looks to be) when talking about the doors? Remember, objects only occupy one cube (one level), even if they appear to extend upwards. You will find when you use the doors that are two levels high, it is best to build a wall "though" the top of the door, but that's another subject.