Creating a new town

Paint some terrain to create a hiding spot for our runaway goblin. Then click on Scenario > Create New Town:

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This will open the Create New Town window where you can pick the name and size for the new town. It doesn't need to be big, so make it 32x32. Leave "On Surface?" unchecked; this will make cave floors be the default floor.

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We also need to create the town entrance for town 1, just like we did for town 0. Using the Create Town Entrance button, make a 1x1 square on the entrance hole. It might look a little weird depending on what terrain you use for the entrance.

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Click on Scenario > Edit Town to edit the last town you created. If you need to switch to a different town, click on Town > Load Different Town, then specify the town number. Once you've loaded the new town, start designing! Make a small entrance cave, with a narrow tunnel leading to a dead end. If you need any help, refer to the previous sections on designing the first town. Remember to set the town entrances; since there's only one entrance/exit in this town, you can set them all in the same place.

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You'll also need to change the town details (click on Town > Town Details). This is a cave, so change the lighting to "Dark" and use wall 614. Set the town script to z1hideout and create a new script file called z1hideout.txt in the scenario directory. We won't be adding any new states yet, but we will soon.

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begintownscript;

body;

beginstate INIT_STATE;
break;

beginstate EXIT_STATE;
break;

beginstate START_STATE;
break;

Next we'll add the pesky goblin with the necklace.