1// ****************
2// SUBURBAN VILLAGE
3// ****************
4//
5// Tile naming scheme
6// ------------------
7// example: vil_b2x2_house01.map
8//
9// vil_ = theme prefix
10// b, p, s(h,v,t,x,c) = building, park or street (horizontal, vertical,
11//						t-crossing, 4-way crossing, corner)
12// 2x2 = size of the tile
13// house = description of tile contents
14// 01 = iteration or variation of the contents
15//
16// Note: tiles will be used in tilesets with fixed assemblies, so no RMA
17// placement rules must be defined.
18
19base village2/vil_
20
21// dropship tiles --------------------------------------------------*
22
23tile +craft_drop_firebird
24{
25	4 3
26	0		0		0		0
27	0		+0		+0		0
28	0		0		0		0
29}
30
31// UFOs ------------------------------------------------------------*
32
33tile +craft_ufo_scout
34{
35	4 6
36	0		0		0		0
37	0		+0		+0		0
38	0		+0		+0		0
39	0		+0		+0		0
40	0		+0		+0		0
41	0		0		0		0
42}
43
44tile +craft_ufo_fighter
45{
46	4 6
47	0		0		0		0
48	0		+0		+0		0
49	0		+0		+0		0
50	0		+0		+0		0
51	0		+0		+0		0
52	0		0		0		0
53}
54
55// Houses ----------------------------------------------------------*
56
57tile +b2x2_house01
58{
59	4 4
60	0		0		0		0
61	0		+0		+0		0
62	0		+0		+0		0
63	0		0		0		0
64}
65
66tile +b2x2_house02
67{
68	4 4
69	0		0		0		0
70	0		+0		+0		0
71	0		+0		+0		0
72	0		0		0		0
73}
74
75tile +b2x2_house03
76{
77	4 4
78	0		0		0		0
79	0		+0		+0		0
80	0		+0		+0		0
81	0		0		0		0
82}
83
84tile +b2x4_house04
85{
86	4 6
87	0		0		0		0
88	0		+0		+0		0
89	0		+0		+0		0
90	0		+0		+0		0
91	0		+0		+0		0
92	0		0		0		0
93}
94
95tile +b2x2_house05
96{
97	4 4
98	0		0		0		0
99	0		+0		+0		0
100	0		+0		+0		0
101	0		0		0		0
102}
103
104tile +b2x4_house06
105{
106	4 6
107	0		0		0		0
108	0		+0		+0		0
109	0		+0		+0		0
110	0		+0		+0		0
111	0		+0		+0		0
112	0		0		0		0
113}
114
115tile +b2x4_house07
116{
117	4 6
118	0		0		0		0
119	0		+0		+0		0
120	0		+0		+0		0
121	0		+0		+0		0
122	0		+0		+0		0
123	0		0		0		0
124}
125
126tile +b2x2_house08
127{
128	4 4
129	0		0		0		0
130	0		+0		+0		0
131	0		+0		+0		0
132	0		0		0		0
133}
134
135tile +b2x2_house09
136{
137	4 4
138	0		0		0		0
139	0		+0		+0		0
140	0		+0		+0		0
141	0		0		0		0
142}
143
144// Commercial Buildings --------------------------------------------*
145
146tile +b2x4_station01
147{
148	4 6
149	0		0		0		0
150	0		+0		+0		0
151	0		+0		+0		0
152	0		+0		+0		0
153	0		+0		+0		0
154	0		0		0		0
155}
156
157tile +b2x4_mart01
158{
159	4 6
160	0		0		0		0
161	0		+0		+0		0
162	0		+0		+0		0
163	0		+0		+0		0
164	0		+0		+0		0
165	0		0		0		0
166}
167
168tile +b2x2_diner01
169{
170	4 4
171	0		0		0		0
172	0		+0		+0		0
173	0		+0		+0		0
174	0		0		0		0
175}
176
177tile +b2x2_dentist01
178{
179	4 4
180	0		0		0		0
181	0		+0		+0		0
182	0		+0		+0		0
183	0		0		0		0
184}
185
186// Parks -----------------------------------------------------------*
187
188tile +p4x4_fountain01
189{
190	6 6
191	0		0		0		0		0		0
192	0		+0		+0		+0		+0		0
193	0		+0		+0		+0		+0		0
194	0		+0		+0		+0		+0		0
195	0		+0		+0		+0		+0		0
196	0		0		0		0		0		0
197}
198
199tile +p2x2_garden01
200{
201	4 4
202	0		0		0		0
203	0		+0		+0		0
204	0		+0		+0		0
205	0		0		0		0
206}
207
208tile +p2x2_playground01
209{
210	4 4
211	0		0		0		0
212	0		+0		+0		0
213	0		+0		+0		0
214	0		0		0		0
215}
216
217tile +p2x2_playground02
218{
219	4 4
220	0		0		0		0
221	0		+0		+0		0
222	0		+0		+0		0
223	0		0		0		0
224}
225
226// Streets ---------------------------------------------------------*
227
228tile +sc_ne01
229{
230	3 3
231	0		0		0
232	0		+0		0
233	0		0		0
234}
235
236tile +sc_nw01
237{
238	3 3
239	0		0		0
240	0		+0		0
241	0		0		0
242}
243
244tile +sc_sw01
245{
246	3 3
247	0		0		0
248	0		+0		0
249	0		0		0
250}
251
252tile +sh1x1_01
253{
254	3 3
255	0		0		0
256	0		+0		0
257	0		0		0
258}
259
260tile +sh_01
261{
262	4 3
263	0		0		0		0
264	0		+0		+0		0
265	0		0		0		0
266}
267
268tile +sh_02
269{
270	4 3
271	0		0		0		0
272	0		+0		+0		0
273	0		0		0		0
274}
275
276tile +sh_03
277{
278	4 3
279	0		0		0		0
280	0		+0		+0		0
281	0		0		0		0
282}
283
284tile +st_east01
285{
286	3 3
287	0		0		0
288	0		+0		0
289	0		0		0
290}
291
292tile +st_north01
293{
294	3 3
295	0		0		0
296	0		+0		0
297	0		0		0
298}
299
300tile +st_north02
301{
302	3 3
303	0		0		0
304	0		+0		0
305	0		0		0
306}
307
308tile +st_south01
309{
310	3 3
311	0		0		0
312	0		+0		0
313	0		0		0
314}
315
316tile +st_west01
317{
318	3 3
319	0		0		0
320	0		+0		0
321	0		0		0
322}
323
324tile +sv_01
325{
326	3 4
327	0		0		0
328	0		+0		0
329	0		+0		0
330	0		0		0
331}
332
333tile +sv_02
334{
335	3 4
336	0		0		0
337	0		+0		0
338	0		+0		0
339	0		0		0
340}
341
342tile +sv_03
343{
344	3 4
345	0		0		0
346	0		+0		0
347	0		+0		0
348	0		0		0
349}
350
351tile +sv_04
352{
353	3 4
354	0		0		0
355	0		+0		0
356	0		+0		0
357	0		0		0
358}
359
360tile +sv1x1_01
361{
362	3 3
363	0		0		0
364	0		+0		0
365	0		0		0
366}
367
368tile +sx_01
369{
370	3 3
371	0		0		0
372	0		+0		0
373	0		0		0
374}
375
376// Multiplayer Start Positions--------------------------------------*
377
378tile +mp1
379{
380	4 3
381	0		0		0		0
382	0		+0		+0		0
383	0		0		0		0
384}
385
386tile +mp2
387{
388	4 3
389	0		0		0		0
390	0		+0		+0		0
391	0		0		0		0
392}
393
394tile +mp3
395{
396	4 3
397	0		0		0		0
398	0		+0		+0		0
399	0		0		0		0
400}
401
402tile +mp4
403{
404	4 3
405	0		0		0		0
406	0		+0		+0		0
407	0		0		0		0
408}
409
410// Tilesets --------------------------------------------------------*
411
412tileset 2x2
413{
414	+b2x2_dentist01
415	+b2x2_diner01
416	+b2x2_house01
417	+b2x2_house02
418	+b2x2_house03
419	+b2x2_house05
420	+b2x2_house08
421	+b2x2_house09
422	+p2x2_garden01
423	+p2x2_playground01
424	+p2x2_playground02
425}
426
427tileset 2x4
428{
429	+b2x4_house04
430	+b2x4_house06
431	+b2x4_house07
432	+b2x4_mart01
433	+b2x4_station01
434}
435
436tileset 4x4
437{
438	+p4x4_fountain01
439}
440
441tileset sh
442{
443	+sh_01
444	+sh_02
445	+sh_03
446}
447
448tileset st_north
449{
450	+st_north01
451	+st_north02
452}
453
454tileset sv
455{
456	+sv_01
457	+sv_02
458	+sv_03
459	+sv_04
460}
461
462// Assemblies ------------------------------------------------------*
463
464assembly sp_sml_01
465{
466	size "8 8"
467
468	// Street grid, starting from 0,0 and working up in rows
469	fix +sc_ne01						"2 0"
470	fix tileset sh						"3 0"
471	fix +sc_nw01						"5 0"
472	fix +sv1x1_01						"2 1"
473	fix +sv1x1_01						"5 1"
474	fix tileset sh						"0 2"
475	fix +st_west01						"2 2"
476	fix +st_east01						"5 2"
477	fix *rm_drop +craft_drop_firebird	"6 2"
478	fix tileset sv						"2 3"
479	fix tileset sv						"5 3"
480	fix tileset sh						"0 5"
481	fix +sx_01							"2 5"
482	fix tileset sh						"3 5"
483	fix +sx_01							"5 5"
484	fix tileset sh						"6 5"
485	fix tileset sv						"2 6"
486	fix tileset sv						"5 6"
487
488	// Buildings and UFOs
489	fix tileset 2x2						"0 0"
490	fix tileset 2x2						"6 0"
491	fix *rm_ufo +craft_ufo_scout		"3 1"
492	fix tileset 2x2						"0 3"
493	fix tileset 2x2						"6 3"
494	fix tileset 2x2						"0 6"
495	fix tileset 2x2						"3 6"
496	fix tileset 2x2						"6 6"
497}
498
499assembly sp_sml_02
500{
501	size "9 8"
502
503	// Street grid, starting from 0,0 and working up in rows
504	fix +st_east01						"0 0"
505	fix tileset sh						"1 0"
506	fix tileset st_north				"3 0"
507	fix tileset sh						"4 0"
508	fix *rm_drop +craft_drop_firebird	"6 0"
509	fix +st_west01						"8 0"
510	fix tileset sv						"0 1"
511	fix tileset sv						"3 1"
512	fix tileset sv						"8 1"
513	fix tileset sv						"0 3"
514	fix +st_east01						"3 3"
515	fix tileset sh						"4 3"
516	fix tileset sh						"6 3"
517	fix +st_west01						"8 3"
518	fix +sv1x1_01						"3 4"
519	fix tileset sv						"8 4"
520	fix +st_east01						"0 5"
521	fix tileset sh						"1 5"
522	fix +st_west01						"3 5"
523	fix tileset sv						"0 6"
524	fix tileset sv						"3 6"
525	fix tileset sv						"8 6"
526
527	// Buildings and UFOs
528	fix *rm_ufo +craft_ufo_scout		"1 1"
529	fix tileset 2x2						"4 1"
530	fix tileset 2x2						"6 1"
531	fix tileset 4x4						"4 4"
532	fix tileset 2x2						"1 6"
533}
534
535assembly mp2p_01
536{
537	size "9 8"
538
539	// Street grid, starting from 0,0 and working up in rows
540	fix tileset sv						"4 0"
541	fix +st_east01						"7 0"
542	fix +mp1							"8 0"
543	fix +sv1x1_01						"7 1"
544	fix +sc_ne01						"2 2"
545	fix +sh1x1_01						"3 2"
546	fix +sc_sw01						"4 2"
547	fix tileset sv						"7 2"
548	fix +sv1x1_01						"2 3"
549	fix tileset sv						"2 4"
550	fix +sc_ne01						"5 4"
551	fix +sh1x1_01						"6 4"
552	fix +sc_sw01						"7 4"
553	fix tileset sv						"5 5"
554	fix +mp2							"0 6"
555	fix +sc_sw01						"2 6"
556
557	// Building tilesets
558	fix tileset 2x2						"0 0"
559	fix tileset 2x2						"2 0"
560	fix tileset 2x4						"5 0"
561	fix tileset 2x2						"8 1"
562	fix tileset 2x2						"0 2"
563	fix tileset 2x2						"8 3"
564	fix tileset 2x4						"3 3"
565	fix tileset 2x2						"0 4"
566	fix tileset 2x2						"6 5"
567	fix tileset 2x2						"8 5"
568}
569
570
571assembly mp2p_02
572{
573	size "10 10"
574
575	// Street grid, starting from 0,0 and working up in rows
576	fix +mp1							"0 0"
577	fix +st_west01						"2 0"
578	fix tileset sv						"5 0"
579	fix +sv1x1_01						"2 1"
580	fix +st_east01						"2 2"
581	fix tileset sh						"3 2"
582	fix +st_south01						"5 2"
583	fix +sh1x1_01						"6 2"
584	fix +st_north01						"7 2"
585	fix tileset sh						"8 2"
586	fix tileset sv						"2 3"
587	fix tileset sv						"7 3"
588	fix tileset sv						"2 5"
589	fix tileset sv						"7 5"
590	fix tileset sh						"0 7"
591	fix +st_south01						"2 7"
592	fix +sh1x1_01						"3 7"
593	fix +st_north01						"4 7"
594	fix tileset sh						"5 7"
595	fix +st_west01						"7 7"
596	fix tileset sv						"4 8"
597	fix +sv1x1_01						"7 8"
598	fix +st_east01						"7 9"
599	fix +mp2							"8 9"
600
601	// Building tilesets
602	fix tileset 2x2						"3 0"
603	fix tileset 2x2						"6 0"
604	fix tileset 2x2						"8 0"
605	fix tileset 2x4						"0 1"
606	fix tileset 4x4						"3 3"
607	fix tileset 2x2						"8 3"
608	fix tileset 2x2						"0 5"
609	fix tileset 2x4						"8 5"
610	fix tileset 2x2						"0 8"
611	fix tileset 2x2						"2 8"
612	fix tileset 2x2						"5 8"
613}
614