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-
- THE COMMAND & CONQUER MAPS
-
- by Vladan Bato (i3100785@univ.trieste.it)
-
- This document explains the format of the maps and the associated graphics
- files. It has also a complete listing of all available map values.
- This document is meant for poeple who want to make a C&C scenary editor.
- You can use it to edit manually the maps but IMHO it's a suicide if you can't
- see what you are doing.
-
- ABOUT .MIX FILES
-
- First of all I will explain the structure of MIX files, since all the
- graphics are in the TEMPERAT, DESERT, and WINTER.MIX files.
-
- Each MIX file contains several internal files that can be extracted. I will
- refer to the intarnal files as just "files".
- The MIX file is made up of two parts : the first one is the Header, the
- second one is the body which contains all the files.
-
- The structure of the header is :
- (I will use pascal notation)
-
- Header = record
- NumFiles : word; {Number of internal files}
- BodyLength : longint; {Length of the body}
- Index : array [1..NumFiles] of
- record
- Unknown1 : word; {If somebody knows what are these}
- Unknown2 : word; {please tell me }
- Start : longint; {Offset of file in the body}
- Size : longint; {Size of the file}
- end;
- end;
-
- Of course you can't use such a structure because its length is not fixed.
- Note that the offsets are relative to the start of the body so to find the
- actual offset in the MIX you have to add the size of the header which is
- NumFiles*12+6
-
- Note also that the records in the Index are not in the same order as the
- files are fisically stored in the MIX. In this document I will always refer
- to the record number in the index and not to the file's actual position in
- the MIX.
-
- ABOUT THE MAP
-
- All the maps are 64x64 squares large. There are 2 bytes of information for
- each square, thus the file is 8192 bytes long.
- The first of the two bytes indicates what I call an "element" and (as we'll
- see) each element corresponds to one of the files inside TEMPERAT, DESERT and
- WINTER.MIX. An element can be a bridge, a road segment, etc. Each element is
- made up of several tiles and in fact the second byte indicates the tile.
-
- There are elements of various sizes : from 1x1 to 6x8.
- (I will always write the dimensions as WidthxHeight)
- The tile numbers range from 0 to WxH-1.
- However there are some tiles that I call "empty tiles" because they don't
- have any image associated with them. If you try using them C&C will display
- the default terrain for that Theater. There are empty tiles especially in the
- corners of large elements.
-
- An example may be useful :
-
- The SW-NE bridge in the temparate theater has two empty tiles:
- XXOr X - Empty tile O - other tiles
- wbbO b - Bridge
- Obbw w - Water (This is probably wrong, I can't check now)
- rOOO r - road
-
- We can see that in the upper left corner there are two empty tiles.
- We can put the values 00 and 01 in our map (for the second byte, the first
- would be A5h for the bridge), in that case we'll see some grass there. But we
- can replace that two tiles with anything else without disturbing the rest.
- What I mean is that if we changed any other tile, a piece of river would be
- missing or a rock could be cut, ruining the map, but if we replace the empty
- tiles everything is ok.
-
- So, when we have an empty tile, we can leave it there, or replace it with
- anything else. There are two exceptions to this rule however:
- 1) Sometimes the empty tiles should be water, but if we don't replace them
- C&C will show land in the middle of our lake or sea;
- 2) There are elements containing roads that finish in one of the corners, so
- that the next element must have an empty tile in the opposite corner to
- stick to the other.
- An example might help :
-
- Imagine that we have two road sections like these :
- OOrr OOrr
- Orrr Orrr
- rrrO rrrO
- rrOO rrOO
-
- and we want to stick them diagonally :
- OOrr
- Orrr
- rrrO
- rrOO
- OOrr
- Orrr
- rrrO
- rrOO
-
- Something is obviously missing we need to add some tiles to fill it like this
- OOrr
- Orrr
- rrrO
- RrrOO
- OOrrR
- Orrr
- rrrO
- rrOO
-
- The solution can be to have two elements like these :
- OOOO ROOO
- OOOO OOOO
- OOOO OOOO
- OOOR OOOO
- or to have one little element with empty tiles :
- RX
- XR (Where X are empty tiles)
-
- And now we can put this between the two road sections, replacing the empty
- tiles with the corner tiles of the road sections.
-
- There are many road sections like this and I've indicated them with (Conn.)
- in the table at the end of this document.
-
- ABOUT THE DESERT, TEMPERAT, and WINTER.MIX FILES
-
- These are the files that hold the graphics for the elements. There's one file
- inside the MIX for each element, and each file has several tiles inside.
- There are other files inside the MIXes, probably for the trees and other
- ovarlay elements but I don't know the format. If somebody knows their format,
- please let me know.
-
- In each MIX there's also a palette, the entries are :
- DESERT.MIX entry n. 26
- TEMPERAT.MIX entry n. 62
- WINTER.MIX entry n. 62
-
- I will now explain the format of the files with map graphics.
- First of all there's a header with the following structure:
-
- Header = record
- Width : word; {Width of images, always 24 (18h)}
- Heigth : word; {Heigth of images, always 24}
- NumTil : word; {Number of Tiles (may differ from num. of Images}
- Zero1 : word; {Seems to be always 0000h}
- Size : longint; {size of file}
- ImgStart : longint; {Offset of first image}
- Zero2 : longint; {Seems to be always 00000000h}
- ID1 : word; {Always FFFFh}
- ID2 : word; {Always 1A0Dh (or 0D1Ah I can't remeber}
- Index2 : longint; {Offset of Index2}
- Index1 : longint; {Offset of Index1} {Explained later}
- end;
-
- The images follow the header but I suppose they could be anywhere.
- They are all 24x24 pixel, uncompressed and are one after the other.
- Note that the number of images may differ from the number of tiles if there
- are some empty tiles. If there are empty tiles the actual number of images
- can be smaller than the number of tiles. To work out the number of images you
- can use the formula : (Index1-ImgStart)/(24*24). However you won't have to do
- this if the index is not corrupt.
-
- Index1 has the following format
-
- Index1 : array [0..NumTil-1] of byte;
-
- where NumTil is th number of tiles.
-
- Each entry in Index1 corresponds to one tile, and indicates which image (of
- that file) is associated with it. If the entry is FFh than that tile is
- empty.
-
- Index2 has the same size as Index1 but is always filled with zeros (sometimes
- there's a 1 somewhere but I don't know it's meaning).
-
- Note that there's no way to know the dimension (Width and Height) of the
- Element. If there are 6 tiles it could be 6x1, 1x6, 3x2, 2x3. I worked out
- the dimensions of all elements by myself (It's easy, all you have to do is
- to try different widths and look at the screen).
-
-
- For example a procedure that has to display element 61h, tile 3 of the
- Desert theater would do :
- 1) Look in the table and find in which file it is in (entry 168 of DESERT.MIX)
- 2) Open that file (seek it inside the MIX)
- 2) Read the Header
- 3) Read Index1 and read the 4th byte (for tile 3), let it be N
- 4) Seek ImgStart+Width*Height*N
- 5) Read the Image and display it
-
- AND FINALLY THE TABLE
-
- Here is the table of all available map values (element numbers), the
- dimensions and the relative entries in the DESERT, WINTER, and TEMPERAT.MIX
- There's also a brief description for those that don't want or don't know how
- to write an editor. However I think that it will be difficult to stick the
- elements together without seeing them.
-
- An "x" means that the element doesn't exist in that theater. In fact there are
- many elements that exist only in one theater and will show as black holes in
- the others (causing the HOM effect). The WINTER and TEMPERATE theaters are
- however very similar, and differ only in a few tiles.
- The roads and cliffs are mostly the same for the three teaters, but be
- careful about the river and coast elements because they are not the same.
-
- V | DES | TEM | WIN | Dim. | Description
- -----+-----+-----+-----+-------+----------------------------------------------
- 00h | 007 | 011 | 028 | [4x4] | Default terrain
- 01h | 002 | 007 | 007 | [1x1] | Water (not animated)
- 02h | x | 009 | 009 | [2x2] | Water
- 03h | x | 087 | 087 | [3x3] | Coast WD (1)
- 04h | x | 106 | 105 | [3x3] | Coast WD
- 05h | x | 126 | 124 | [1x1] | Rock in water
- 06h | x | 143 | 140 | [2x1] | Rock in water
- 07h | x | 159 | 157 | [3x3] | Coast WD
- 08h | x | 018 | 017 | [3x3] | Fjord WD
- 09h | x | 024 | 023 | [3x3] | Coast WU
- 0Ah | x | 031 | 031 | [3x3] | Coast WU
- 0Bh | x | 037 | 037 | [3x3] | Coast WU
- 0Ch | x | 042 | 042 | [3x3] | Coast WU
- 0Dh | 106 | 074 | 074 | [2x2] | Cliff Left Edge
- 0Eh | 122 | 093 | 092 | [2x3] | Cliff Wu-Wd (2)
- 0Fh | 138 | 112 | 110 | [2x2] | Cliff W-E
- 10h | 154 | 131 | 128 | [2x2] | Cliff W-E
- 11h | 170 | 147 | 144 | [2x2] | Cliff W-E
- 12h | 185 | 163 | 161 | [2x3] | Cliff Wd-Eu
- 13h | 200 | 180 | 179 | [2x2] | Cliff Right Edge
- 14h | 212 | 195 | 195 | [2x2] | Cliff Top Edge
- 15h | 225 | 208 | 209 | [3x2] | Cliff N-S
- 16h | 096 | 064 | 064 | [2x2] | Cliff N-S
- 17h | 108 | 078 | 078 | [2x2] | Cliff N-S
- 18h | 124 | 097 | 096 | [2x2] | Cliff N-S
- 19h | 140 | 117 | 115 | [3x2] | Cliff N-S
- 1Ah | 157 | 135 | 132 | [2x2] | Cliff Bottom Edge
- 1Bh | 172 | 151 | 149 | [2x2] | Cliff Left Edge
- 1Ch | 187 | 167 | 166 | [2x3] | Cliff NW-SE
- 1Dh | 202 | 184 | 184 | [2x2] | Cliff W-E
- 1Eh | 215 | 199 | 200 | [2x2] | Cliff W-E
- 1Fh | 228 | 211 | 213 | [2x2] | Cliff W-E
- 20h | 098 | 068 | 069 | [2x3] | Cliff Wu-Ed
- 21h | 110 | 082 | 082 | [1x2] | Cliff Right Edge
- 22h | 126 | 101 | 100 | [2x1] | Cliff Corner S-E Internal
- 23h | 142 | 121 | 119 | [3x2] | Cliff Sl-Nr
- 24h | 159 | 139 | 136 | [2x2] | Cliff N-S
- 25h | 174 | 155 | 153 | [2x2] | Cliff N-S
- 26h | 189 | 171 | 170 | [2x2] | Cliff N-S
- 27h | 204 | 188 | 188 | [3x2] | Cliff Nl-Sr
- 28h | 218 | 202 | 203 | [2x2] | Cliff Bottom Edge
- 29h | 230 | 213 | 215 | [2x2] | Cliff Corner N-E External
- 2Ah | 101 | 070 | 071 | [2x2] | Cliff Corner S-E Ext
- 2Bh | 113 | 084 | 084 | [2x2] | Cliff Corner W-S Ext
- 2Ch | 129 | 103 | 102 | [2x2] | Cliff Corner N-W Ext
- 2Dh | 145 | 123 | 121 | [2x2] | Cliff Corner N-E Internal
- 2Eh | 162 | 141 | 138 | [2x2] | Cliff Corner S-E Int
- 2Fh | 177 | 157 | 155 | [2x2] | Cliff Corner W-S Int
- 30h | 192 | 173 | 172 | [2x2] | Cliff Corner W-N Int
- 31h | 207 | 190 | 190 | [2x2] | Cliff Junction NW-SE
- 32h | 221 | 204 | 205 | [2x2] | Cliff Junction SW-NE
- 33h | x | 027 | 026 | [3x3] | Coast Corner N-W Int
- 34h | x | 033 | 033 | [3x3] | Coast Corner N-E Int
- 35h | 017 | x | x | [4x1] | Coast WD
- 36h | 024 | x | x | [3x1] | Coast WD
- 37h | 041 | x | x | [6x2] | Coast WD
- 38h | 049 | x | x | [2x2] | Coast WD
- 39h | 118 | x | x | [1x1] | Bush
- 3Ah | 134 | x | x | [1x1] | Bush
- 3Bh | 150 | x | x | [1x1] | Cactus
- 3Ch | 166 | x | x | [1x1] | Cactus
- 3Dh | 181 | x | x | [1x1] | ??? Purple square (probably a bug?)
- 3Eh | 196 | x | x | [2x2] | Bushes
- 3Fh | 210 | x | x | [2x2] | Bushes
- 40h | 223 | x | x | [3x2] | Bushes
- 41h | 234 | x | x | [3x2] | Bushes
- 42h | 016 | x | x | [2x1] | ??? Purple squares (bug ?)
- 43h | 105 | 073 | x | [1x1] | Bones / Wall (3)
- 44h | 121 | 092 | x | [1x1] | Bones / Wall (3)
- 45h | 137 | 111 | x | [1x1] | Mud / UFO (3)
- 46h | 153 | 130 | x | [1x1] | Rock / UFO (3)
- 47h | 169 | x | x | [2x2] | Gray Sand
- 48h | 184 | x | x | [6x4] | Gray Sand
- 49h | 199 | 179 | 178 | [4x2] | Mud
- 4Ah | x | 194 | 194 | [3x2] | Mud
- 4Bh | x | 045 | 045 | [3x2] | Fjord WU
- 4Ch | 072 | 147 | 047 | [2x2] | Water (anim.)
- 4Dh | 078 | 049 | 049 | [2x2] | Water (anim.)
- 4Eh | 084 | x | x | [3x2] | Coast WD
- 4Fh | x | 116 | 114 | [3x2] | Destroyed House
- 50h | x | 134 | 131 | [2x1] | Walls
- 51h | x | x | 148 | [4x2] | Snow
- 52h | 001 | 006 | 006 | [1x1] | Rock
- 53h | 003 | 008 | 008 | [2x1] | Rock
- 54h | x | 010 | 010 | [3x1] | Rock
- 55h | x | x | x | [ x ] | ?
- 56h | x | x | x | [ x ] | ?
- 57h | x | x | x | [ x ] | ?
- 58h | x | 175 | 174 | [3x3] | Coast WD
- 59h | x | 191 | 191 | [2x2] | Coast Corner W-N External
- 5Ah | x | 205 | 206 | [3x3] | Coast Corner S-E Ext
- 5Bh | x | 215 | 217 | [3x3] | Coast Corner W-S Ext
- 5Ch | x | 012 | 011 | [2x2] | Coast Corner N-E Ext
- 5Dh | 104 | 072 | 073 | [2x2] | Road Bottom End
- 5Eh | 120 | 091 | 091 | [2x2] | Road Left End
- 5Fh | 136 | 110 | 109 | [1x2] | Road Top End
- 60h | 152 | 129 | 127 | [2x2] | Road Right End
- 61h | 168 | 146 | 143 | [3x4] | Road S-N
- 62h | 183 | 162 | 160 | [2x3] | Road S-N
- 63h | 198 | 178 | 177 | [3x2] | Road S-N
- 64h | 211 | 193 | 193 | [3x2] | Road S-N
- 65h | 224 | 207 | 208 | [4x3] | Road W-E
- 66h | 095 | 063 | 063 | [4x2] | Road W-E
- 67h | 107 | 077 | 077 | [2x3] | Road W-E
- 68h | 123 | 096 | 095 | [2x2] | Road W-E
- 69h | 139 | 115 | 113 | [4x3] | Road Wu-Ed
- 6Ah | 156 | 133 | 130 | [3x3] | Road T N--W+E (4)
- 6Bh | 171 | 150 | 147 | [3x3] | Road Y S--N+E (4)
- 6Ch | 186 | 166 | 164 | [3x3] | Road Y S--N+E
- 6Dh | 201 | 183 | 182 | [3x2] | Road T S--W+E
- 6Eh | 214 | 198 | 198 | [3x3] | Road T W--N+S
- 6Fh | 227 | 210 | 211 | [3x3] | Road + W-N-E-S
- 70h | 097 | 067 | 067 | [3x3] | Road Corner N-E
- 71h | 109 | 081 | 081 | [3x2] | Road Corner S-E
- 72h | 125 | 100 | 099 | [3x3] | Road Corner W-S
- 73h | 141 | 120 | 118 | [3x3] | Road Corner W-N
- 74h | 158 | 138 | 135 | [3x3] | Road Diagonal NW-SE (5)
- 75h | 173 | 154 | 152 | [3x3] | Road Diag NW-SE
- 76h | 188 | 170 | 169 | [2x2] | Road Diag NW-SE (Conn.) (5)
- 77h | 203 | 187 | 187 | [2x2] | Road Diag NW-SE (Conn.)
- 78h | 217 | 201 | 202 | [2x2] | Road Corner W-SE (Conn.)
- 79h | 229 | 212 | 214 | [2x2] | Road Corner N-SE (Conn.)
- 7Ah | 100 | 069 | 070 | [2x2] | Road Y SE--N+W (Conn.)
- 7Bh | 112 | 083 | 083 | [2x2] | Road Corner E-NW (Conn.)
- 7Ch | 128 | 102 | 101 | [2x2] | Road Corner S-NW (Conn.)
- 7Dh | 144 | 122 | 120 | [2x2] | Road Y NW--S+E (Conn.)
- 7Eh | 161 | 140 | 137 | [3x3] | Road Diag SW-NE
- 7Fh | 176 | 156 | 154 | [3x3] | Road Diag SW-NE
- 80h | 191 | 172 | 171 | [2x2] | Road Diag SW-NE (Conn.)
- 81h | 206 | 189 | 189 | [2x2] | Road Diag SW-NE (Conn.)
- 82h | 220 | 203 | 204 | [2x2] | Road Corner E-SW (Conn.)
- 83h | 232 | 214 | 216 | [2x2] | Road Corner N-SW (Conn.)
- 84h | 103 | 071 | 072 | [2x2] | Road Y SW--N+E (Conn.)
- 85h | 115 | 085 | 085 | [2x2] | Road Corner W-NE (Conn.)
- 86h | 131 | 104 | 103 | [2x2] | Road Corner S-NE (Conn.)
- 87h | 147 | 124 | 122 | [2x2] | Road Y NE--W+S (Conn.)
- 88h | x | 017 | 016 | [5x4] | River W-E
- 89h | x | 023 | 022 | [5x3] | River W-E
- 8Ah | x | 030 | 030 | [4x4] | River Wu-Ed
- 8Bh | x | 036 | 036 | [4x4] | River Wd-Eu
- 8Ch | x | 041 | 041 | [3x3] | River N-S
- 8Dh | x | 044 | 044 | [3x2] | River N-S
- 8Eh | x | 046 | 046 | [3x2] | River N-S
- 8Fh | x | 048 | 048 | [2x2] | River Corner S-E
- 90h | x | 052 | 052 | [2x2] | River Corner W-S
- 91h | x | 014 | 013 | [2x2] | River Corner N-E
- 92h | x | 020 | 019 | [2x2] | River Corner W-N
- 93h | x | 026 | 025 | [3x4] | River Y N--W+S
- 94h | x | 032 | 032 | [4x4] | River Y Eu--W+S
- 95h | 055 | x | x | [4x3] | River W-E
- 96h | 060 | x | x | [4x3] | River W-E
- 97h | 067 | x | x | [6x4] | River Wd-Eu
- 98h | 073 | x | x | [6x5] | River Wu-Ed
- 99h | 079 | x | x | [4x4] | River N-S
- 9Ah | 085 | x | x | [4x4] | River N-S
- 9Bh | 018 | x | x | [6x8] | River Nr-Sl
- 9Ch | 025 | x | x | [5x8] | River Nl-Sr
- 9Dh | 042 | x | x | [3x3] | River Corner E-S
- 9Eh | 050 | x | x | [3x3] | River Corner W-S
- 9Fh | 057 | x | x | [3x3] | River Corner N-E
- A0h | 062 | x | x | [3x3] | River Corner N-W
- A1h | 009 | 002 | 004 | [3x3] | River Crossing (Road W-E)
- A2h | 010 | 003 | 005 | [3x3] | River Crossing (Road N-S)
- A3h | 047 | 057 | 057 | [3x3] | Falls W-E
- A4h | 048 | 058 | 058 | [3x2] | Falls N-S
- A5h | x | 218 | 220 | [4x4] | Bridge SW-NE
- A6h | x | 059 | 059 | [4x4] | Fallen Bridge SW-NE
- A7h | x | 219 | 221 | [5x5] | Bridge NW-SE
- A8h | x | 060 | 060 | [5x5] | Fallen Bridge NW-SE
- A9h | 236 | x | x | [6x5] | Bridge SW-NE
- AAh | 092 | x | x | [6x5] | Fallen Bridge SW-NE
- ABh | 237 | x | x | [6x4] | Bridge NW-SE
- ACh | 093 | x | x | [6x4] | Fallen Bridge NW-SE
- ADh | 056 | x | x | [3x3] | Fjord WD
- AEh | 061 | x | x | [3x2] | Coast WU
- AFh | 068 | x | x | [3x2] | Coast WU
- B0h | 074 | x | x | [4x1] | Coast WU
- B1h | 080 | x | x | [3x1] | Coast WU
- B2h | 086 | x | x | [6x2] | Coast WU
- B3h | 019 | x | x | [2x2] | Coast WU
- B4h | 027 | x | x | [3x3] | Fjord WU
- B5h | x | x | 165 | [2x2] | Snow
- B6h | x | x | 183 | [4x2] | Snow
- B7h | x | x | 199 | [4x3] | Snow
- B8h | x | x | 212 | [4x3] | Snow
- B9h | x | x | 068 | [4x3] | Snow
- BAh | x | 038 | 038 | [3x3] | Coast WR
- BBh | x | 043 | 043 | [3x3] | Coast WL
- BCh | 069 | x | x | [1x1] | Coast Corner S-E Int
- BDh | 075 | x | x | [1x1] | Coast Corner W-S Int
- BEh | 081 | x | x | [1x1] | Coast Corner N-E Int
- BFh | 087 | x | x | [1x1] | Coast Corner N-W Int
- C0h | 020 | x | x | [3x3] | Coast Corner S-E Int
- C1h | 028 | x | x | [3x3] | Coast Corner N-W Int
- C2h | 043 | x | x | [1x2] | Coast WL
- C3h | 051 | x | x | [1x3] | Coast WL
- C4h | 058 | x | x | [1x3] | Coast WR
- C5h | 063 | x | x | [1x2] | Coast WR
- C6h | 070 | x | x | [3x3] | Coast Corner S-E Int
- C7h | 076 | x | x | [3x3] | Coast Corner S-E Int
- C8h | 082 | x | x | [3x3] | Coast Corner N-E ?(forgot)
- C9h | 088 | x | x | [3x3] | Coast Corner N-W ?
- CAh | 021 | x | x | [4x3] | Coast Corner S-E Ext
- CBh | 029 | x | x | [4x3] | Coast Corner W-S Ext
- CCh | 044 | x | x | [4x3] | Coast Corner N-E Ext
- CDh | 052 | x | x | [4x3] | Coast Corner N-W Ext
- CEh | 059 | x | x | [3x2] | Coast WD
- CFh | 064 | x | x | [3x2] | Coast WD
- D0h | 071 | x | x | [3x2] | Coast WU
- D1h | 077 | x | x | [3x2] | Coast WU
- D2h | 083 | x | x | [2x3] | Coast WR
- D3h | 089 | x | x | [2x3] | Coast WR
- D4h | 022 | x | x | [2x3] | Coast WL
- D5h | 030 | x | x | [2x3] | Coast WL
- D6h | 045 | x | x | [6x1] | Coast WD
- D7h | 053 | x | x | [4x1] | Coast WD
-
- !! Warning !!
- Values from D8h-FEh will crash the game (it just locks on my computer) !
- !!
-
- The value FFh indicates the default terrain (I think the 4x4 element is
- used).
-
- Notes:
-
- (0) There may be some errors in this table because I typed it in a hurry (you
- don't know how much times it takes), so if you find any errors please
- report them to me.
- (1) For Coasts WD, WU, WL, and WR means : Water on the bottom (Down), Top
- (Up), left and right.
- (2) For cliffs and roads the two indicate from which to which side the Road
- (or cliff) go. The lowercase letter means up, down, left, right to
- indicate in which part of that side does it start.
- For Example :
-
- River Wu-Ed :
- OOOOO
- rOOOO
- OrrOO
- OOOrr
- OOOOO
-
- (3) These elements exist in both the DESERT and the TEMPERATE theaters but
- are not the same. I've put a description of both.
-
- (4) For Roads :
- Roas T and Y means that the road splits in the shape of a T or a Y.
- E--N+S means it starts from the east edge than splits in two parts one
- going to the north and the other to the south edge
-
- (5) NW or any other corner means that the road ends in that corner and
- if it says (Conn.) means that it has an empty tile in that corner.
- So you have to use the (Conn.) Elements to stick togheter the other ones.
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- That's all. I hope this info will be used by somebody to make a scenary
- editor (maybe myself ?).
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