An important distinction between 1 & 2 is that I chose to stop calling terrains "tilesets".
What Mv1 calls a "tile" is a "part" or "tilepart" in Mv2. A "tile" in Mv2 is a square (actually a 3d isometric cuboid) on the battlefield. That is, in Mv2, a tile is a combination of up to four tileparts.
In Mv2, a "tileset" is called a "terrain" (because they're in the TERRAIN directory) and the grouping of terrains that are allocated to a Map are called a "terrainset". A "tileset" in Mv2 is the data that's in a Mapfile + its terrainset.
This change wasn't simply a flight of fancy. It saved me from going bonkers while recoding Mapview. As far as I can tell, tileparts were originally called "tiles" because they appear as sprites that are laid out in a tiled table. But that's not what they are with respect to a battlefield or battlefield block; they are, rather, tileparts that appear in tileslots* to give the end result: a tileset.
in Mv1: A tile is an MCD record + its sprite(s)
in Mv2: A part is an MCD record + its sprite(s)
The other, biggest difference between Mv1 and 2 is that Mv2 stores its maptree data in YAML files. This change is incompatible with Mv1, hence the "2". Users of Mv2 should never have to fritter around with config files (unless they want to ofc).
Other than above, Solar's Manual looks like an excellent guide ... although, be warned, advanced mapmapking can get extremely detailed and intricate ... one could write a book ...
*sometimes called "quadrants" in the code*
*not actually quadrants, but it's okay since there are no quadrants in Mapview*
*large units do have quadrants*
*but the only reference to them in Mapview is as the "Large" unit type*
*all this is why i'll never write a guide to mapmaking btw
[image:
https://abstrusegoose.com/]