How to draw maps for the PZ Mapping tools (2024)

EDIT: Until I find the time to update this a bit, after checking this go see Thuztor's Mapping Guide! It explains this process in a bit more organized way How to draw maps for the PZ Mapping tools (1)

Hi guys! Here's a little tutorial on how to draw "handmade" maps for the PZ mapping tools.

So, let's start!

1. Software

You need somekind of a photo editing software. Paint will do, but I would recommend something with a bit more options. You could go with Photoshop or similar, but I like to use Gimp as it's free and has many similarities with Photoshop, but it's a bit more simple. Also as we're only editing a few colors we won't be needing anything too fancy.

2. Maps

There are two maps we will be drawing. The "main map", which has roads, streets and lighter grass areas. Then we have the more intricate vegetation map. We will start by drawing the "main map". The image has to be sized by the amount of cells you want to have on your map. one cell is 300x300pixels which means that if you want to have a 3x3 cell map the image has to be 900x900 pixels. (I'm not sure which way the pixels have to be if you'd want a 3x5 map for example, but it is either 900x1500 or 1500x900 I'll update when I get the info...)

3. Drawing the "main map"

When drawing a map 1 pixel = 1 tile

Ok as said, we'll start by drawing the "main map". We have 6 colors to use in doing the map as follows:

How to draw maps for the PZ Mapping tools (2)

The numbers after the description are the color codes in RGB. You'll have to use the exact colors or you'll get an error from WorldEd.

Green: Regular grassy terrain areas. This is what most of your main map is comprised of. 90,100,35

Dark Grey: Streets. Pretty self-explanatory. Most streets in game (and in the mapzoid created maps) are dividable by three so, 3 for alleys, 6 for roads and 12 or larger for highways, but this is totally up to you. 100,100,100

Light brownish yellowy type color: Yellow grass or dry/burnt grass. Grass objects placed on this will also have the yellowish color. 145,135,60

Light Grey: Walkways and such. nothing much more about it. 165,160,140

Beige: Sand. For dry prettiness. 210,200,160

Reddish brown: Mud. For a little more wet prettiness. 140,70,15

EnigmaGrey: Moderator. Be afraid. Be very afraid. There's too much backlight to draw this on a computer.

Here's an incomplete map I've drawn using most of those colors.

How to draw maps for the PZ Mapping tools (3)

After finishing the your blueprint for your home town save/export the file as whateveryouwant.png

The file format is essential here. Use .PNG format as I don't think WorldEd accepts any other file types.

4. Drawing the vegetation map

We'll start drawing the _veg map over your existing main map. This is where it comes handy to have a little more than paint in your disposal as you'll be able to create layers and add those on top of the main map. There's another six colors that will define the vegetation. (If you're using paint or a program that overwrites the .png file, save this after a different name for now.)

How to draw maps for the PZ Mapping tools (4)

This time we'll start with the last color, which as you can see is black (RGB: 0,0,0). The black color defines areas which have no vegetation at all, just the tiles you set in the main map.

Here's an example of what I do when beginning to draw the _veg map:

How to draw maps for the PZ Mapping tools (5)

First, I black out all of the roads, and city areas where I want no grass or trees to grow. I set this at the top most layer.

Then the light green: Grass. This is the thick high grass that is in game, which hides them nasty crawlers. I usually just cover the rest of the map with this color and put it in the bottom layer. 0,255,0

Here's a sample:

How to draw maps for the PZ Mapping tools (6)

After this I layer the rest of the colors ordering from top to bottom: Bright red, darker red, darkest red, dark green.

Bright red: Dense forest. This is what most of the surroundings of Muldraugh is comprised of. 255,0,0

Darker red: Forest. You can sort of walk in there, but not that much. It's still a forest. 127,0,0

Darkest red: Woods. You can walk around and see past some trees. 64,0,0

Dark Green: Grass and trees. Same as above but with some stray trees in the mix. 0,128,0

Here's the map with forests and woods added:

How to draw maps for the PZ Mapping tools (7)

After that you're ready to go or you can add some small details on a top most layer:

How to draw maps for the PZ Mapping tools (8)

After you're done with the detailing, save/export the file with the same exact name as the main map but with the end _veg

So in this case whateveryouwant_veg.png

DO NOT DELETE OR OVERWRITE THE MAIN MAP!!

Again, use only png format.

5. Adding the maps to WorldEd

Now that you have the two files, whateveryouwant.png and whateveryouwant_veg.png, make sure they are in the same folder. Then open WorldEd and from the top left click File, New... Then input the cell amount that responds with your map. Remember 1 cell = 300x300pixels.

You'll open up to this:

How to draw maps for the PZ Mapping tools (9)

After that, on the left side of the screen click the maps tab and search for your whatever.pngs.

Then drag and release whateveryouwant.png on top of tha cells so that it matches the edges.

After you have the map on your screen, to convert the files to .tmx format (for editing in WorldEd and TileZed) click File, BMP to TMX, All cells, then choose the folder you want to use for the project and click OK.

After this again on the right side find the folder you just chose and drag the .tmx files to the corresponding cells:

How to draw maps for the PZ Mapping tools (10)

6. Start editing!

Here are the .png Files I used in making this tutorial:

http://i767.photobucket.com/albums/xx319/elmosyrjalainen/MyfirstPNG_zpsb42a622f.png

http://i767.photobucket.com/albums/xx319/elmosyrjalainen/MyfirstPNG_veg_zps7f4b8629.png

Feel free to use them in your learning! If you use them as a part of your mods or something else please add proper credit. How to draw maps for the PZ Mapping tools (11)

Sorry if I forgot something or left something out. This went on a bit longer than I expected and I'm a bit tired. (It's about 4am here now and I have to wake up in 3 hours) How to draw maps for the PZ Mapping tools (12)

How to draw maps for the PZ Mapping tools (2024)

FAQs

How to get the full map in Project Zomboid? ›

The world map can be accessed by pressing M . By default, it only shows the places the player has already been to or found a map of, but enabling the All Known On Start setting in the In-game Map section in Custom Sandbox will make it display places that they've not visited yet.

What is a PZ map? ›

pzmap( sys ) creates a pole-zero plot of the continuous or discrete-time dynamic system model sys . x and o indicates the poles and zeros respectively, as shown in the following figure.

Is zomboid map real? ›

Knox Country (formerly known as Knox County) is a partially fictional area where the events of Project Zomboid take place. The map is heavily based off of the real-world area around Fort Knox and Louisville in northern Kentucky, USA.

What is a good beginner map in Project Zomboid? ›

Best Project Zomboid Settings for Beginners. To start, you'll need to pick which location you want to spawn in when setting up your map. Unless you've installed Mods, you will have 4 options to pick from. We'd recommend picking the Muldraugh map when setting up your first playthrough.

What is build 42 Project Zomboid? ›

18 Games Like Project Zomboid

Build 42 will bring engine upgrades, a reworked crafting system, the addition of animals, farming improvements, and lots of game polish. The modding community is also excited as they will have new content to make excellent mods with.

How to hotwire Project Zomboid? ›

You must open the radial menu in order to hotwire the vehicle. To accomplish this, tap the "V" key. You should be able to choose the "Hotwire Vehicle" option from the radial menu. When you hit the "V" key, a circular menu called the "radial menu" shows on the screen.

Can you reset the map in Project Zomboid? ›

Navigate to /Zomboid/Saves/Multiplayer and drag the world folder into the DANGER_DELETE_ALL directory. Return to your control panel and Restart your server.

What are Project Zomboid mods coded in? ›

PZ is coded in a mixture of Java (the main engine) and Lua (the moddable components). Knowledge of the Lua programming language is HIGHLY advised. You'll save yourself a lot of grief and effort learning Lua before diving into this area. Fortunately Lua is a simple language by design, and relatively easy to learn.

What does boredom do in PZ? ›

As innocuous as this may seem, boredom in Project Zomboid can lead to unhappiness, and if your character's unhappy, they'll perform actions slower than usual. Here's how you can stave off boredom in Project Zomboid.

How big is a chunk in PZ? ›

iirc, a chunk is 10x10 tiles. map is saved in chunks with 1 file being a chunk. Cell (300*300 tiles): the larger square with the numbers in the top left that indicate actual zombies (445), desired amount of zombies for the Cell (889) and the respawn timer for the Cell (72.0) respectively.

What is PZ coded in? ›

It is written in Java for its portability, using LWJGL.

Can you build your own base in Project Zomboid? ›

It can be ideal to build a base in Project Zomboid instead of relying on pre-generated residences and establishments. However, building an anti-zombie fortress is generally not easy. So, let this guide provide you with essential information to create the base of your dreams in this zombie survival title.

Is Project Zomboid all one map? ›

Project Zomboid mostly features one big map, Knox Country, which is composed of multiple smaller towns and villages, as well as multiple businesses operating therein, however, there are some small, standalone maps used for the tutorial and challenges as well.

Is Project Zomboid map procedurally generated? ›

Is the map procedurally generated? No. We have a clear story in mind and have plans on where the story will take you. Random map generation does not work very well with generating cities or towns that are supposed to actually feel different.

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