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Map Editor Q&A
Sadieladieee
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#2581
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Epalk a dit :
Thank you sadie, this helped :]

No problem :P
Spacewind
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#2582
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just out of curiosity what does the mapcrew fourm look like
Barrydarsow
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#2583
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All forums pretty much look the same, don't they... ? List of threads, etc.

(and Map Crew questions should go in the Map Crew FAQ)
Killerlux
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#2584
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Spacewind a dit :
just out of curiosity what does the mapcrew fourm look like

A dark place... You should never go in there, you'll never make it out alive !
Gemsbok
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#2585
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a dit :
A dark place... You should never go in there, you'll never make it out alive !

Nonsense, everyone knows maps are the only thing that don't make it out alive. :P
Sadieladieee a dit :
Not sure if this is what you're asking but
You'll have to go into the XML and find the code for the line you want to change.

Another possible option is to use find and replace in a text editor to quickly change all lines to foreground or all to background. Just be careful there aren't any other matching parts in code or it could do some damage.
Mousechris
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#2586
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what's the link to Temples map shifter?
Gemsbok
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#2587
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Mousechris a dit :
what's the link to Temples map shifter?

http://templemouse.blogspot.com/2010/09/map-shifter.html
I don't think it works anymore; it hasn't been updated in a long time.

Viprin's move tool is probably the best alternative: http://vipstats.s372.xrea.com/draw/move/
Papero
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#2588
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i forgot how to do multiple spawns @_@...
Mousechris
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#2589
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Paperonaruto a dit :
i forgot how to do multiple spawns @_@...

DS="y;y1"
y1: Mice will spawn at this y and randomly scattered across the x axis (0-800)

DS="m;x1,y1,x2,y2"
x1,y1: The x/y coordinates of the first spawn point
x2,y2: The x/y coordinates of the second spawn point
x3,y3: Just keep adding coordinates to add more random spawn points

You can also find tutorial threads in Topic-247976 if you forget how to do something such as that. Which can be found in one of the links in that thread
Tfmhuntfm
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#2590
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Grr , i would like to expand to tfm editor xml , beacuse i create a good art in viprin editor but there are a lot of things:
http://i.imgur.com/OoassIu.jpg

http://i.imgur.com/ngRCPcN.jpg
I hate that situation
Vividia
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#2591
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Tfmhuntfm a dit :
Grr , i would like to expand to tfm editor xml , beacuse i create a good art in viprin editor but there are a lot of things:


I hate that situation

I think you should use lines instead of curves, or if you do the art with curves, they should have lower fineness.
Beachking
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#2592
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Will there ever be a boost in P10 maps like you did in P6. There's less maps in the rotation boring to play the same maps everytime.
Spacewind
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#2593
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Beachking a dit :
Will there ever be a boost in P10 maps like you did in P6. There's less maps in the rotation boring to play the same maps everytime.

yes i would also like to see a boost with p18 playing the same maps all the time gets a bit dull
Sadieladieee
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#2594
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Tfmhuntfm a dit :
Grr , i would like to expand to tfm editor xml , beacuse i create a good art in viprin editor but there are a lot of things:


I hate that situation

Whoa. You went way over the limit.
Like Vividia said, it's best to steer clear of the curves. Try and outline everything with lines. It saves a lotttttt of space, as each curve line can equal 20+ lines. Usually more, depending on how big the curve is.
Papero
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#2595
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Only use curves in in desperation :<

o-o but dont use them as your main tool.

^_^
Epalk
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#2596
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Paperonaruto a dit :
Only use curves in in desperation :&lt;

o-o but dont use them as your main tool.

^_^

I agree with this. I never outlined the art I use in maps. It saves me lots of space for other stuff. And I think art is nicer without outlines. Just look at nickeldelta's amazing mapas :p
Britishpika
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#2597
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Will all P17 maps get deperm over team and replaced by new ones?
Or are you filtering out the bad ones atm?
Barrydarsow
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#2598
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Some of the more bootcampish/wj-a-thon type maps are being filtered out.
Doomester
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#2599
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o_O but how "defilante map?" XML code please?
Travelingpik
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#2600
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Topic-213506
here
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