/*

This folder is specifically where you should put all of the NEW files and turf definitions you use;
your uploaded submissions should only include the new turfs, if any, the new files, if any, and the map file.

All files in other folders are not necessary as part of your submission; they are only here for your mapping pleasure.

My recommendation is copy/pasting this template ;

turf
	new_turf_path
		icon='your icon.dmi'

		high
			layer=HIGH_TURF_LAYER

		dense
			density=1

(you can create new placeable objects this way, but unless it's intended to be interacted with or modified later, turfs are better)

Change new_turf_path to a unique string of text, that doesn't contain any special symbols or numbers or spaces
(only lowercase and capital letters and _underscores_).

Compile (ctrl+K) afterwards. Then open up your map file, select the specific turf type (depending on if you want it to be
a walkable tile,
a tile drawn above characters, (high)
or a dense tile that can't be walked through (dense)

Then, in the Object box, right click the default turf and select 'Generate instances based on icon states'.
This will let you map all of the different icon states in your new icon file without having to specify type definitions for each of them.
Although, if you find it easier to work that way, you can do that too...

NOTE THAT IT IS MUCH BETTER TO CREATE A NEW .dm FILE WITH YOUR TURF DEFINITIONS THAN TO USE THIS FILE, BECAUSE IF YOU DOWNLOAD AN UPDATED
VERSION OF THE MAP EDITOR, THERE IS A VERY HIGH CHANCE THIS FILE WILL GET OVERWRITTEN! MEANING ALL OF YOUR TYPE DEFINITIONS GO BYE BYE!
THIS COULD BE A SMALL OR HUGE INCONVENIENCE! TRUST ME!
*/


turf
	name="David"
	dirt8
		icon='Dirt.dmi'

turf
	caveopening
		icon='CaveS.dmi'