I'm in the process of writing a small overhead view RPG much in the vein of the classic Ultima series. I need a quick and dirty (more quick than dirty) way of designing large maps - say 1000 tiles x 1000 tiles, and i need some help thinking through how to go about doing this.
I would say there are a good 50-60 different types of tiles - woods, rivers, plains, etc.
So far, the best I could come up with was
define an array (or some similar structure) to hold two key pieces of information - a location/coordinate identifier, and an integer from 1-60 defining what type of tile it is.
in a raster editing application, draw a 1000px x 1000px image. Using a palette of 50 different colors, i draw my map - 1 pixel corresponds to 1 tile. Say for a given water tile, i'll draw a group of pixels in a certain shade of blue. Save as a .gif or .png.
write some processor that then analyzes the aforementioned gif/jpg and analyze it pixel by pixel. Depending on the RGB value of the pixel, it determines the tile type. Processor then code-generates some routines that populate the map array.
So far, i'm thinking there must be an easier way.