How to Upload a Map to Cities Skylines

Cities: Skylines comes with various editor tools for customizing maps and assets. The map editor allows y'all to create your own maps to be used in-game.

Controls [edit | edit source]

Mouse Controls

  • Movement arrow – Mouse / track-pad motion
  • Select item / activate button – Left mouse push button
  • Control camera – Edge scrolling
  • Rotate camera – Middle mouse button (concur) + move mouse left and right
  • Zoom photographic camera – Gyre wheel (upwards = zoom in, down = zoom out)
  • Tilt camera up/down – Middle mouse button + move mouse upward and down
  • Cancel current selection – Right mouse button
  • Build a route – Left mouse button (click) + move mouse + left mouse button (click)


General Controls

  • Control photographic camera – West, A, S, D
  • Rotate photographic camera – Q, Due east
  • Tilt camera up/down – 🏠 Domicile/End
  • Zoom camera – Z/X
  • Exit current tool – ←Esc
  • Bulldoze tool – B
  • Screen capture – F11 (Steam screen capture F12)
  • Options menu – ←Esc


Game Speed

  • Pause – ␣ Infinite
  • Normal (x1) – 1
  • Fast (x3) – 2
  • Fastest (x9) – 3

[edit | edit source]

The Suspension Menu has the following options:

  • New map – Start editing a new, empty map. You can choose a new terrain blazon when starting a new map.
  • Save map – Save the current map. Yous can also choose to publish the map to be playable in-game in the aforementioned window.
  • Load map – Load a previously saved map to proceed editing it.
  • Options – Options include diverse settings for the game such as graphics, sound and gameplay.
  • Exit – Close the Map Editor.

Save and publish a map

Saving and publishing interface (click to enlarge)

The save dialog likewise allows yous to publish the map to make it playable in-game. There are some features that need to be checked before the map is ready to be published.

Selecting a preview image
You lot can take preview images of the map with the Snapshot tool. When you publish the map, y'all tin can choose one of the snapshot images to be used as the preview image in the map option screen of a new game.

Tip: Clicking the binder icon opens up the snapshot paradigm directory. It is possible to edit the snapshot images further in image editing software.

Naming the map
You can give the map a name by typing information technology in the provided field. The map name can be different from the save file name. The game displays the map proper name aslope the chosen preview image when browsing the maps in the map choice screen of a new game.

Checking requirements and recommended features
The checklist helps you lot make certain that the requirements for a functioning map are met before you publish information technology.

Publishing the map
Checking the "Publish Map in New Game Panel" box and clicking Save will publish the map so that it is bachelor for use in-game.

Tools [edit | edit source]

The Map Editor, Asset Editor and Content Director tin be found in the Tools menu.

Tools Menu (click to enlarge)

Choosing the surroundings (click to overstate)

Map Editor - New Map
To commencement a new, empty map in the Map Editor, select New Map.

Selecting terrain type
Before starting a new, empty map you need to select one of the terrain types to be used in the map: Sunny, North or Tropical. Each terrain type contains unlike textures, trees and lighting conditions.

Map Editor - Load Map
You tin can load a previously saved map by selecting it from the listing.

User interface [edit | edit source]

Map Editor GUI (click to enlarge)

Game Time [edit | edit source]

To simulate the water catamenia mechanics, the Map Editor features a Game Time panel like to the one constitute in-game. You can arrange how fast the time passes in the Map Editor past using the Time Panel. Dissimilar in-game, however, the date does not change while in the Map Editor, and the game uses the default appointment when the map is played.

Tip: Yous can also apply 1, ii and 3 keys to suit the game speed and ␣ Space to pause / resume the game.

  • Play/Pause – Intermission or resume game progress.
  • Accelerate Fourth dimension – There are three speed settings for the in-game fourth dimension. Normal, fast and very fast. Fast speed is 3 times the normal speed, very fast is nine times the normal speed.

Brushes [edit | edit source]

Map Editor brush interface (click to enlarge)

Several tools in the Map Editor, such equally terrain editing tools and resource placing tools, use brushes to modify different aspects of the map.

Castor Size
The Brush Size slider allows you to change the size of the brush. The sizes range from 50 to 2000. You are able to manually input the size past typing it into the number field.

Annotation: When painting forests, a size '50' castor will place unmarried copse on the map.

Brush Strength
The Brush Forcefulness slider allows yous to change the forcefulness of the brush. The strength ranges from 0.01 to i.00.

Tip: For example, with a lower strength the terrain manipulating will exist less drastic, allowing for better control over the changes, peculiarly with the Shift and Level tools.

Brush Selection
The game features a collection of differently shaped brushes that are suited for dissimilar types of terrain editing, such as carving a river bed or sculpting a mountain range.

Tip: Clicking the binder icon opens up the brush directory used past the Map Editor. You tin add new brush shapes into the Map Editor by placing the brush images in .png format in this binder.

Terrain [edit | edit source]

The Map Editor in Cities: Skylines features powerful yet easy-to-use terrain editing tools.

Shift Tool
Lower and raise the terrain under the brush. Left click will raise and right click volition lower the terrain. Changing the brush forcefulness gives better control of the tool.

Level Tool
Level the terrain under the castor by get-go selecting the desired superlative and and so leveling the terrain to that height.

  1. Right click on the terrain to select the target pinnacle.
  2. Left click on the terrain to level the area to the target superlative. The brush strength value dictates how drastically the tool manipulates the terrain.

Tip: You tin can also set the target height by either using the Terrain Top slider or by typing the tiptop into the number field located on top of the Brushes panel.

Soften Tool
Smooth the terrain under the brush. Left click to smooth softly and right click to smooth strongly.

Tip: Soften Tool is useful for adjusting shorelines and other hard edges.

Slope Tool

Slope Tool (click to enlarge)

Create a slope on the terrain from the electric current height to the desired height.

  1. Right click to ready the concluding position of the slope on the terrain.
  2. Left click and drag toward the last position to create a gradient.

Import Heightmap [edit | edit source]

Import Heightmap (click to overstate)

Painting an entire terrain with brushes tin be time consuming and it is very difficult to achieve natural looking hills and surfaces. By using heightmaps, you can bypass this role of map making and focus your attention on the playability of the map instead of editing each nook and cranny of the terrain.

A heightmap is a second prototype which encodes the terrain height at each texel. The whiter the texel color, the higher the terrain. Most terrain generator programs let users to export heightmaps that are usable in the Cities: Skylines Map Editor.

The required heightmap dimensions are 1081px 10 1081px. The recommended format is a grayscale, xvi-bit .raw or .png file.

The game attempts to convert RGB and RGBA images to grayscale whenever possible. Information technology also supports 8-flake images. However, the precision of 8-bit images is so low that they will create noticeable steps in slopes instead of looking smooth, which is why sixteen-flake images are preferred instead.

In viii-bit images the grayscale shade of 255 (white) equals to the elevation of 1024 metres in-game. Divergence betwixt two grayscale shades (east.g. 255 and 254) equals to 4 metres. In 16-bit image the white value is 65535, and so one shade equals to one/64 metres (1,5625 cm). Length of a side of the map is 17,28 km so one city tile side equals 1,92 km. 1 pixel represents the summit of the nodes, with nodes spaced every 16 metres (17280 m / 1080 px).

Heightmap directory
In Microsoft Windows, the heightmaps are located under the game sub-folder \Users\[Your Proper name]\AppData\Local\Colossal Order\Cities_Skylines\Addons\MapEditor\Heightmaps. For Ubuntu/Linux, the heightmap directory can exist found at /home/[Your Proper name]/.local/share/Colossal Order/Cities_Skylines/Addons/MapEditor/Heightmaps and for Macintosh, the directory is ~/Library/Awarding Back up/Jumbo Order/Cities_Skylines/Addons/MapEditor/Heightmaps

Heightmap Grid Template

Heightmap grid template, this image is an aid to locating the desired play area when creating a custom map, the grey area represents the 25 tiles of the game play area. Aligning a custom heightmap to this image in a suitable epitome editing application allows the play area to be selected equally desired.

Export Heightmap [edit | edit source]

Export Heightmap (click to enlarge)

The Map Editor enables y'all to consign a heightmap for use in 3rd political party software. Y'all tin export any map yous have created in the Map Editor to be farther edited with suitable prototype editing software.

Precision
Precision setting let you to export the heightmap in viii-bit or 16-flake format.

Note: Some third party image software may not exist able to edit 16-flake heightmaps.

Format
The format setting allows y'all to export the heightmap in 3 dissimilar file formats: .png, .raw and .tiff.

The exported heightmap is located in the aforementioned sub-binder as other heightmaps, Files\MapEditor\Heightmaps.

H2o [edit | edit source]

H2o areas are a requirement for a functioning map. H2o is available in two different forms in Cities: Skylines: As a static sea level and as dynamic water sources that can be placed around the map.

Note: At least i h2o expanse is required in the starting area of the map. This can be a lake, a river or the open sea.

Water Source
Water sources are used to create lakes and rivers on the map. A water source functions equally a spawning point for water. Its capacity dictates how much water information technology is able to generate and bleed. Its superlative dictates how high information technology will raise the h2o level in a closed area such equally a lake bed. If the superlative is below h2o level, information technology volition as well role as a drain.

Lakes are created by carving a suitable area for the lake bed and placing a water source in the center of it. Adjusting the height of the h2o source will settle the water level and not allow it to overflow the shoreline. The water source generates h2o until it reaches the fix height, and and then maintains the water level by draining excess water abroad. H2o sources have a height of fifty game units, therefore when setting up a lake, water sources should be placed on terrain l units below the desired shoreline.

Rivers require a single h2o source at the elevation of the river and either a river mouth at sea level or a lake with some other water source to piece of work as a drain so that the river does not overflow.

Tip: To have a stiff current in a river, you volition require a tall, loftier capacity water source. River characteristics touch on the water flow and fine-tuning is usually required to create a well-operation water flow.

Place Water Source
Left click to place and right click to remove.

Water Source Usage (click to enlarge)

In the Water Capacity console you are able to accommodate the capacity of the source. This determines its ability to generate and drain h2o.

Clicking and dragging the elevation of the water source volition conform the height of the water source and control the water level.

Body of water Level

Adjusting sea level (click to enlarge)

Body of water level is stationary and will always stay on the set level, no matter how many rivers catamenia into the body of water. You can set the sea level to any superlative between 0 and 500.

Motility Body of water Level
Ocean level tin be adjusted in iii unlike means. You can use the Body of water Level slider to change the height or manually type a number in the field. You can besides elevate the sea level upwards and downward similarly to how the meridian of a water source is adjusted.

Ground Resource [edit | edit source]

Ground resources are divided into three types: Ore, oil and fertile state. Ground resources are painted using the various brushes available in the Map Editor. Ground resources (too as forest resources) are required to gain access to specialized manufacture when in-game.

Resources cannot be painted over each other to create multiple layers of resources, simply can be painted to replace each other. A resources must be removed using the same resource type brush.

Ore
Left click to identify ore under the castor and right click to remove ore from nether the brush.

Oil
Left click to place oil nether the brush and right click to remove oil from under the castor.

Fertile land
Left click to identify fertile land under the castor and correct click to remove fertile land from under the brush.

Forest Resources [edit | edit source]

Ground resources (click to enlarge)

Woods resource include several types of trees and bushes depending on the terrain type.

Annotation: Woods resources are likewise used in-game equally ane of the resources types for specialized forestry industry.

Tree types
Each terrain type has a collection of trees and bushes suitable for that terrain. At that place are beech and alder trees in the Sunny terrain, conifer and pino trees in the Due north terrain and palm trees and palm plants in the Tropical terrain. There are also bushes of varying sizes in all of the terrain types.

Outside Connections [edit | edit source]

Each map requires outside connections such as highways, train tracks and ship and airplane paths to exist playable in-game. With the Outside Connections tools you can add these into the map.

Note: The Checklist keeps rail of the outside connections you accept at whatever given moment on the map.

Tools

  • Toggle Snapping – Allows you to create roads with proper right angles every bit well as smooth curves with the curved route tool.
  • Directly Road – allows you to describe roads in directly lines merely.
  • Curved Road – allows you lot to make roads that bend and curve. To make a curved road, the commencement left mouse click makes a betoken which is used for bending the route, and the 2d click will build the road.
  • Freeform Route – allows you to draw straight and curved roads.
  • Upgrade Road – allows you lot to upgrade existing roads to a unlike road type. Urban center service buildings and other overlapping objects tin can preclude roads from being upgraded.

Highway [edit | edit source]

Highway Connections (click to overstate)

Highway connections are necessary for whatever map to role properly. Highway connections go from one edge of the map to another. A properly connected highway displays a green arrow next to the edge of the map, showing the direction of the highway.

Right exterior connections (click to enlarge)

The Map Editor limits the highway connections to four incoming and four approachable connections. Lanes going to opposite directions demand to exist built separately.

Note: The starting expanse requires at least one incoming and outgoing highway connection to exist playable.

Highway Ramp
Highway ramps are used to connect highways together.

Railroad train Tracks [edit | edit source]

Train tracks offering some other exterior connection. A properly connected train rail displays a green arrow next to the edge of the map.

The Map Editor limits train rail connections to 4 on the map.

Transport Path [edit | edit source]

The transport path determines where cargo and passenger ships enter and exit the map surface area. Ship paths are displayed as yellow dotted lines on the map and must be drawn on water. Ship paths tin too cantankerous each other. A properly continued ship path displays a light-green pointer next to the border of the map.

The Map Editor limits ship path connections to iv on the map.

Note: Send paths are required to be close enough to the playable surface area so that the harbors can connect to them on straight lines.

Plane Path [edit | edit source]

The plane path determines where the airplanes enter and get out the map area. Plane paths are displayed every bit purple dotted lines on the map and can exist drawn on land and water. Airplane paths can too cross each other. A properly connected plane path displays a green pointer next to the edge of the map.

The Map Editor limits airplane path connections to 4 on the map.

Environs [edit | edit source]

Environment tools let further decoration of the maps.

Sand

Sand zone (click to enlarge)

The Sand tool allows you to paint sand textures on the map, creating beaches and other such sandy areas.

Place Wildlife Spawn Point

Wildlife spawn points (click to enlarge)

The Wildlife Spawn Point tool allows you to place spots on the map that generate wildlife. The animals wander around their spawn betoken in a few hundred meter radius.

Note: Wildlife cannot cross roads.

Map Settings [edit | edit source]

Yous can determine the starting area and take a preview snapshot of the map in the Map Settings.

Commencement Area

Irresolute the first area (click to enlarge)

The Start Surface area tool allows you to change the starting area location on the map. For example, if yous don't have a water area in the center of the map, you can change the location of the starting surface area to a square that meets the requirements of the starting area.

Snapshot Tool

Snapshot Tool (click to enlarge)

With the Snapshot Tool, you tin can take a preview paradigm of the map that can be used when the map is published. The called snapshot epitome is then displayed as the preview image for the map when the player is in the map selection screen.

Tip: Y'all can accept multiple snapshots of the map, which are so saved on your hard bulldoze. When publishing the map, you are able to choose from these images the 1 you detect most suitable for preview purposes.

Complimentary Camera Mode [edit | edit source]

Yous can toggle Free Camera Way on and off with this button. While Free Camera Style is on, y'all can motility and command the view unrestricted.

The game UI is hidden while the Free Camera mode is on. You lot tin return to normal game mode by pressing the ESC button.

Info Views [edit | edit source]

Info views - Water flow, resources, wind speed and heights (click to enlarge)

The Info Views offer insights into different aspects of the map, such every bit h2o flow, natural resources, and current of air speed. The map view changes with the active info view, highlighting the selected feature.

Info Views are useful for checking water menstruation directions, elevation differences and the quantity of natural resources.

Checklist [edit | edit source]

The Checklist helps y'all go on track of the required and recommended features of the map. It also displays information and limitations of various tools as yous use them.

Requirements

Checklist (click to enlarge)

Features in the Requirements department are parts of the map that are mandatory for it to be playable. The requirements are:

  • Water stream in the starting area – In that location needs to be a place where the actor can build a h2o pump and a bleed pipe for the city to have running water and plumbing.
  • One highway incoming connection – Citizens, tourists and cargo transport must accept a connection into the city for information technology to grow.
  • One highway outgoing connection – Citizens, tourists and cargo transport must have a connection out of the city for it to grow.

Recommended
Features in the Recommended section are not mandatory but will give the player more options when they build a metropolis on the map. The recommended features are:

  • Train track outside connection – Train tracks bring tourists and cargo into the city.
  • Ship outside connection – Passenger and cargo ships bring tourists and cargo into the city.
  • Airplane exterior connection – Airplanes bring tourists and cargo into the city.
  • Natural resource areas on the map – Natural resources allow specialized manufacture to operate in the urban center.

Official video tutorials [edit | edit source]

Basics of Map Making Part i by Fluxtrance. (Cities: Skylines Official channel) (2019-06-27)

Nuts of Map Making Part two by Fluxtrance. (Cities: Skylines Official channel) (2019-07-04)

kimunfinamess.blogspot.com

Source: https://skylines.paradoxwikis.com/Map_Editor

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