Each Outpost 2 scenario (sometimes called a mission) requires a supporting .MAP file. The MAP file contains the tiles and associated metadata required to create a swath of New Terran Terrain. Typically, maps are created and edited with the OP2Mapper. Preexisting maps may be used for new scenarios with no modifications. For inspiration, see the current maps here: Maps Page. Each map file can support multiple scenarios.

For more information on the Outpost 2 SDK, scenario DLLs, and tech tree files, see the Outpost 2 SDK Overview page.

WARNING: If you wish to modify an existing map file, ensure you change the name first. Otherwise, when you modify the map file, it will modify all scenarios already linked to the map.

For more information on the Outpost 2 Mapper, see the Helper Programs Page.

There are three major terrain types in Outpost 2, Mud (light gray), Rock (dark gray/lava rock), Sand (orange).

Each tile in Outpost 2 has both an associated terrain and cell type. The cell type controls how the tile behaves mostly independent of which image is selected.

Cell type factors:

  • Can vehicles pass over tile
  • How fast do vehicles pass over tile
  • Is the tile a cliff (affects ability of some weapons to fire across)
  • Is tile a fumarole
  • Is tile rubble
  • Is tile a variation of a wall
  • Is tile a tube

For standard terrain, the following cell types are typically used:

Cell TypeTypical Associated Tile
cellFastPassible1Mud vegetation
cellSlowPassible1Lava rock (dark)
cellSlowPassible2Rippled sand/Lava rock with bumps
cellImpassible1Mud/Sand/Rock mound/ice/volcano
cellImpassible2Meteor craters, cracks/crevasses
cellVentsAndFumarolesFumaroles (passable only by GeoCons)
cellTube0Tubes and areas under buildings

  • op2_sdk/mapmaking.txt
  • Last modified: 2017/07/27 00:50
  • by vagabond