Hello! It seems that you would like to create your own zone map for Battle Network Online! To insure that I am able to successfully add your zone into the Net of BNO, you must provide me with the following (info in a txt file is fine):



[[[REQUIRED ZONE INFORMATION AND ASSETS]]]


[] ZONE NAME
	No strange symbols please: ' - . _, letters, and numbers acceptable only

[] AREA NAMES
	Same name criteria as zones
	Descriptions of where each area is on the map


[] SCRIPTS (SPEECH) FOR ANY NPCS
	And descriptions of where each npc is on the map;
	If an NPC has more than one saying, designate whether to randomize through the sayings, or to cycle in order

[] MOVEMENT DETAILS FOR ANY NPCS
	Available are:
		Move Horizontally,
		Move Vertically,
		Wander Randomly (provide the radius within which their movement must be restricted, in tiles),
		Face Player,
		Or none

[] IF DESIRED, CUSTOM SPRITES FOR NPCS
	I will only accept one new set of NPC sprites for a new zone
	Must have graphics for facing down-left, down-right, up-left, and up-right
	No special animations (for specific actions like falling or something)


[] NAMES FOR ANY MESSAGE BOARDS
	If you don't want the message board moderator of a board in your zone to be you, designate who it should be (their bno username)
	Message board moderators can edit and delete anyone's posts on that message board

[] IF DESIRED, A CUSTOM MESSAGE BOARD SKIN
	Ask me for the default message board skin tp use as a template for your custom skin
	The custom skin must have the three rectangular sections, either the same size as or larger than those on the default skin
	If parts of the board are to be transparent i.e. you can see through to the game, all transparent areas must be the same exact color, and the edges between the skin and the transparent areas MUST BE ALIASED! (or else it will look crappy)
	Decide some of the different font colors you would like to use for your message board's text; rgb values if you want to get specific
	Custom fonts are a no-go

[] MINI-SPRITES OF MESSAGE BOARD SKIN TO PLACE ON MAP
	Only necessary if there is a custom message board skin
	Includes an animation for new messages
	I will provide the default sprite and its new message animation as a template


[] CUSTOM TILE SPRITES FOR THE ZONE
	Tiles must be 44x40
	Multiple different tiles are allowed
	Animated tiles are allowed - if animated, please don't make the obnoxious
	If you want to make tiles that have differing graphics on the edges, request the image format from me
	I can not presently add tiles with differing edges AND animation, unless the unanimated edge graphics overlay a single, unchanging animation

[] CUSTOM TILE SIDE SPRITES FOR SAID TILES
	These are what give tiles the illusion of height/depth into the background
	Are always 44 wide, but may be any height; you can even go without them if you like
	Same deal if you want them to have differing graphics on the edges - talk to me about it

[] CUSTOM MOVER TILE SPRITES
	Only necessary if you user mover tiles on your zone map
	Animated tile sprites encouraged
	Animations for leftward, rightward, upward, and downward tiles

[] CUSTOM LOCAL TELEPORT TILE SPRITES
	Only necessary if you user local teleports on your zone map
	See the Bahoo zone for an example of these
	Animated tile sprites encouraged for these as well
	If desired, another animation or single graphic for when a navi is standing on the tile after having teleported to it


[] A CUSTOM, SEEMLESSLY REPEATING ZONE BACKGROUND
	No plain colors (as in it can't just be one color)
	These shouldn't usually exceed 96x96, but should never exceed 640x480 in size; BNCentral's is 32x32
	Define what direction, if any, you want the background to be moving in (can be any dir, such as N-NE or SW-W, or use time descriptions, such as 7 o'clock for S-SW)
	Define, in a general sense, how fast the background should move
	If you want more than one image layered on top of eachother, talk to me - may or may not be do-able



[[[REQUIRED ZONE MAP FEATURES]]]


[] ALL TILES PLACED ON AN 11x10 GRID
	Each individual tile on the map must be exactly 11x10
	I recommend you use the program named IDraw; this has been provided in the zone creation pack

[] USE THE PALLETTE
	PLEASE follow the pallette I supplied in the example zone map to signify all assets of your zone

[] A HOMEPOINT
	This is the portal you get the zone's link data from, and which users will go to if they "die" in the zone
	Place it wisely :)

[] PORTALS TO OTHER ZONES
	Discuss with me which zone or zones will have links to yours
	If you want your zone to be linked to a specific zone or zones, it may or may not be allowable

[] A PORTAL TO TRAVERSE CORE
	Traverse Core is a zone that nearly every zone in BNO has a portal to; yours must, as well
	The link to TC should usually either be well hidden, a challenge to reach, or simply far from any other links (or any combination of the three)

[] NO DEAD-ENDS
	No navi should ever have to fall, use "`goto ocs", or restart their client to leave the zone

[] CIRCLE/BOX AREAS IN BLUE
	All areas with a different area name should be either circled or boxed in with blue
	Some areas on the example map aren't like this, in order to avoid covering the pallette text on the left

[] BOX OVER HEXPORTER DIRECTIONS
	Add a hollow box one tile next to every hexporter according to the direction(s) you want it to be able to send the user
	Multiple directions on the same hexporter are possible
	No directions defined signifies that it will only allow incoming navis to hexport to it, but not from it



[[[OTHER ZONE MAP FEATURES]]]


>> HEXSLINGS
	For "hexporters" that will not teleport a navi in or out, but only allows them to change their direction, use a filled circle with the hexporter color
	Hollow boxes coming off these (and there must be at least one) signify the direction(s) the hexsling allows navis to go
	If there is only one direction, the incoming navi will immediately begin moving in that direction, rather than waiting for them to make a choice

>> HEXBRIDGES
	You may have noticed the hexbridge palette color, but don't know what hexbridges are
	Hexbridges stop a user and send them back where they came when hexported to, but also activate and form a 1-tile bridge that can be walked over
	When inactive, hexbridges float in space, and can not be walked over (act like empty space)

>> MAP SIZE
	Map size may be no larger than the example zone map provided
	Map size may be smaller than the example map, but be realistic! I'm not going to add a zone that's 14x14 tiles :P.
	If resizing the map, keep in mind that the mini-map's tiles are 11x10, so make sure the height is a multiple of 10, and the width a multiple of 11

>> GROUND PLACEMENT
	Keep in mind that, if the ground is close enough to the edge of the map that a user could see it on their screen from the edge of the ground, the screen will stop moving with the user, identifying to them the edge of the map
	In other words, keep away from the map edges when placing ground
	Use the "screen size" box in the example map to help you judge what users can see when standing from where - THE GAME, always centers the view on their navi
	Keep navi size in mind when making paths and areas - a navi is about the size of a quarter of a tile; try not to make any area or path too large