NWMap Frequently Asked Questions
1.1: What is NWMap?
1.2: Is there a Mac/Linux/BeOS version?
1.3: Will I be able to import my map directly into the Neverwinter Toolset?
1.4: Who is developing NWMap?
1.5: How can I give feedback?
1.6: Can I have the source code?
1.7: Is NWMap still being developed?
1.8: Is there any documentation?
3.1: Normal Mode, Group Mode, and Smart Mode: Huh?
3.2: Can I cut and paste regions of the map?
3.3: I don’t like the grid lines. Can I disable them?
3.4: How do I construct oddly shaped (non-rectangular) buildings?
3.5: "Smart mode" keeps connecting my roads/walls/rivers/fences when I don't want it to!
3.6: How many levels of undo are there?
4.2: What am I supposed to put in the "Script" field?
4.1: I don’t like the way NWMap has numbered my described areas. Can I change it?
5.1: How can I make my own Tileset?
5.2: How can I import my Tileset intoNWMap?
5.3: Can I remove a tileset from NWMap?
5.4: Can I submit my tileset to be fully incorporated in NWMap?
1.1: What is NWMap?
NWMap is a graphical, tile-based mapping and module design utility. It was designed to assist module design for the upcoming Bioware title, Neverwinter Nights. It is also useful as a general RPG module planner.
No, sorry. NWMap was developed using Borland C++ Builder 4, a Windows-only development studio.
No, you will not. NWMap is far too simple for that level of compatibility, and besides, we have no information about the tilesets that will be available, nor about the format of NWN's map files.
The coding was done by Jason Harris (LMCBoy), and most of the tilesets were contributed by talented users, notably Brendan Mauro (BreadMan), Mikael Jensen (Barjin) and Anthony Affrunti (Wydraz).
The best way is to send email to email@example.com. You can also post to the NWMap message board.
Not really. I now consider it more or less complete.
There is. We have written a reference manual, a mapping tutorial, and a custom tilesets HOWTO. All are included in standard distribution of NWMap, and are also available on the NWMap Official Homepage. We hear there is also an FAQ :).2.1: NT/2000/XP Incompatible?
Some people have reported display problems when using Windows NT/2000. These may have been fixed with version 1.2, but perhaps not.
A few people have reported an inability to print out their maps, or to export them to a bitmap.3.1: Normal Mode, Group Mode, and Smart Mode: Huh?
Read the Fine Manual :). There are different methods you can use to paint down tiles in NWMap. The simplest way is to select individual tiles from the pallete, and place them on the map one at a time. This is called normal mode. Using normal mode, it can be cumbersome to paint something like a building, because you have to position and rotate its corners and edges, and then fill in the middle pieces. Wouldn’t it be nice if you could just drag a rectangle in the map and have a building cover that area? You can! That's what group modes are all about. Depending on which tileset you are using, there are group modes defined for all kinds of rectangular objects (buildings, lakes, walls, fences, rooms, pits, etc). smart modes are similar to group modes, except that instead of drawing rectangles, you drag the mouse over a path that is filled with tiles to form a continuous, curving object. Smart modes are very useful for drawing things like roads, rivers, hallways, walls and fences.
Yes. Enter select mode by clicking on the tool button with an arrow in a red box. Next, drag a rectangle in the map to define the region to be cut or copied. You can perform the edit operations either with the right-click popup menu, or by using the standard windows keystrokes for cut ([Ctrl]+X), copy ([Ctrl]+C) and paste ([Ctrl]+V).
Yes, select Grid from the View menu. You can also hit [Ctrl] + G to toggle the grid lines on/off.
Group mode has been improved to accomodate non-rectangular objects. Just drag the mouse in Group Mode over the region you want to be covered by the object.
Yes, smart mode will always connect when it can. Sometimes you're better off with normal mode, when you need greater control over how the map is drawn.
Basically, there is infinite recursive undo/redo. Not really, but there are almost certainly more than you will need.4.1: I don't like the way NWMap has numbered my described areas. Can I change it?
Yes, in the Tile Description Window, next to the ID number, hit the change button. This opens a dialog that lets you swap the ordering of your described areas.
For now, this field is left entirely up to you. The idea is that you will name the script here, and maintain a list of all the scripts you will need and what each script will do. We hope to have NWMap manage this script database for you eventually (see the New features question in Section 2).5.1: How can I make my own Tileset?
NWMap ships with a blank tileset that you can use as a template for your own custom tilesets. Use a program like photoshop to construct your tiles. See the Tileset HOWTO document for more detailed information.
From the File menu, select Add Tileset. This brings up a window where you can name the new tileset (e.g., "caverns"), and specify the path and filename of your tileset's bitmap(s) (one bitmap per layer). Once you select a bitmap, it will appear in the window. You should define a GRP file and a TIP file for each layer (see the Tileset HOWTO).
You can. Open up the NWMAP.INI file. This file contains the tileset definitions. For each tileset, there are three lines: the tileset name, the tileset bitmap filename, and a number identifying the group mode/smart mode scheme. Just delete all three lines of the tileset you don't want anymore, and restart NWMap. Note: If this file gets corrupted somehow, just delete it, and NWMap will automatically construct a default version.
We probably won't be releasing another version of NWMap, but we would like to post your tileset on the webpage for others to download, so let us know about your work!