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Map Editor Q&A
Fatsexybeast
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#1221
  0
Hey could someone P22 this please? @2920907
Katburger
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#1222
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Fatsexybeast a dit :
Hey could someone P22 this please? @2920907

Sure, but you could just ask a mod or mapcrew member in-game for a faster response.
Fxie
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#1223
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Katburger a dit :
Sure, but you could just ask a mod or mapcrew member in-game for a faster response.

That's unlikely.
Fatsexybeast
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#1224
  0
Katburger a dit :
Sure, but you could just ask a mod or mapcrew member in-game for a faster response.

I was online when I asked, but thanks anyway


Fxie a dit :
That's unlikely.

*ouch*
Fortwoone
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#1225
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eh, why my map thread got deleted?
just becuz I'm not bump?
Magistar
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#1226
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Fortwoone a dit :
eh, why my map thread got deleted?
just becuz I'm not bump?

Unfortunately, if you don't post in a thread for a long time it sinks to the bottom and gets deleted. :c (Unless your thread violates a forum rule, then the thread gets locked and eventually deleted).

If you check the map-maker list, and you see that your thread is deleted, you can make a new one though. We can't retrieve your old one for you, sorry. (Hopefully we'll get forum pages someday to combat the disappearing threads!).
Tomciogol
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#1227
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How to make turning arround two grounds (for example circles)?

Guys I wanna make something like that but if I try this grounds come alive and are very crazy or get stopped. What have I to do with them. I want to these grounds turn arround normal, no like kids with ADHD xd
Please help c;
Admshumaker
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#1228
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What am I doing wrong guys? I need help with this.
Anxiousmouse
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#1229
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Admshumaker a dit :
What am I doing wrong guys? I need help with this.

Go to section 13, which is teleportation.
Enemymule
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#1230
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adm perhaps make a roof for it? like /----\
Tomciogol
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#1231
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who can answer me for my question up ? /|\
|
Enemymule
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#1232
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can someone whose familiar on p11 maps give me their opinion on @3043518
Fxie
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#1233
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Enemymule a dit :
can someone whose familiar on p11 maps give me their opinion on @3043518

It's too hard to get out of the bottom of the map and there's no gameplay at the bottom alone. There also aren't enough ways for mice to escape--everything is really linear (you just follow a straight path). The foreground pumpkin at the top allows mice to hide which is also bad.
Enemymule
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#1234
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Fxie a dit :
It's too hard to get out of the bottom of the map and there's no gameplay at the bottom alone. There also aren't enough ways for mice to escape--everything is really linear (you just follow a straight path). The foreground pumpkin at the top allows mice to hide which is also bad.

ok ill get to working on it
Admshumaker
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#1235
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Enemymule a dit :
can someone whose familiar on p11 maps give me their opinion on @3043518

I'll just copy and paste what I said in the Map Assistance Team thread.

Enemymule - @3043518
I like how you used the background, it makes the map look creepy (;
Anyways, there're a lot of things I think you should edit! So here it goes.



http://i.imgur.com/iTo1V.png
Key:
Yellow - Anything that has to do with offscreen
Green - Foreground
Blue - Hard part
Red - Alignment
Gray - Plain space
Purple - Compared to

Offscreen -
There are two part. that involve offscreen. And that's not good. Offscreen is highly frowned upon in map making, really, in any category. To the right, there is offscreen stuff, and mice can go there to hide, and if the vampire does not have fullscreen, that really isn't fair. So I suggest making it so that mice/vampires can't go offscreen. Same for the left side. Also, notice that purple curved line conecting each yellow circle. This means compare right to left. It's unaligned.

Forground -
Foreground objects aren't that good in p11. Because it can hide a player. A vampire could easily hide in the huge pumkin, waiting for a player to come into it, and get bit without even knowing it. I suggest making all foregrounded objects, background, so it prevents unfair gameplay.

Hard Parts -
The squares that are in blue, means that it's a hard part, which can lead to some players being uncapable of gettting up higher, I suggest pushing it in more, and not havign it so hard. Because a noobie who trys to get past that, can't, and then get's bit really easily by a vampire. Not fair, now is it?

Alignment -
Everything in red, is unaligned. Look at the small punkin for example, its not on X = "400". Maybe you should put it there, and see if it looks better or not. So, yeah, just look at the red squares, and you'll know what to fix as far as alignment!

Plain Space -
Plain space is well, boring. Plain space is not fun at all, because what you're really doing, is just running. try putting more obsticles in there, see how it turns out. It may help the map out, alot.

This is a good map, just needs some editing.
Enemymule
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#1236
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ok i edited it it looks like this
http://i.imgur.com/GeOye.png?2
red=rotating black balls so i was wondering if rotating grounds are frowned upon because ive never seen them in p11
if they arent any ideas on what i can put to fill that space?
Dunald
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#1237
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Enemymule a dit :
ok i edited it it looks like this
red=rotating black balls so i was wondering if rotating grounds are frowned upon because ive never seen them in p11
if they arent any ideas on what i can put to fill that space?

The rotating balls should be fine unless they're magical launching machines.
Tomciogol
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#1238
  0
Can someone finally answer me for this question ?
How to make turning arround two grounds (for example circles)?

Guys I wanna make something like that but if I try this grounds come alive and are very crazy or get stopped. What have I to do with them. I want to these grounds turn arround normal, no like kids with ADHD xd
Please help c;
Enemymule
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#1239
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Dunald a dit :
The rotating balls should be fine unless they're magical launching machines.

;-; aw no magical launching thingies :c
Fernago
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#1240
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is it possible to prevent rotating rectangles/blocks from glitching?
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