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| Hello mapmakers! ![]() I've made a lot of maps, and I've found out a few neat tips and tricks along the way. Some of these are well-known, some of these are barely known. I'm going to simplify some of the well-known glitch mechanics of map editor (I noticed in some tutorials such as those of Impuredeath, explanations may be lacking and also not every step given is truly necessary). If you have any feedback (thanks), suggestions or questions do not hessitate to reply! If there's something I could improve or add to this list, I will definitely do so. Hopefully this will help aspiring mapmakers to create unique, artsy, and fun maps! Table of Contents 0. Specs 1. XML "Secrets" 2. Visual Bugs 3. Rotation Glitch 4. Invalid Mass 5. Super Water & Sticky Grounds 6. Treadmil Grounds 0. Specs As stolen from the Book of Mapmaking Mice (and common sense), here are possibly useful numbers when making maps pixel-perfect. Added some things also including mass with cheese and the default background color. Map Details • 800 width (400 center X) • 400 height (200 center Y) • 380 height visible (210 center Y) • Background color: 6A7495 Mouse Details • 20 mass (70 w/cheese) • 30 height • 30 width 1. XML "Secrets" There are a few things in the map XML that you can't use in the map editor alone, but CAN use with XML editing. Below are a few properties for the ParamXML (<P />) tag. To add a property, just stick it in this tag (for example, adding Ca="" would make it <P Ca="" />). • L="1600" - This is the length of the map. This can be any number, but most people use 1600 as it is exactly twice as long as the default 800 pixels. • Ca="" - This is a relatively new property VERY useful in mechanic and art maps. Adding this property will hide everything outside of the standard viewport (things you use fullscreen to see). 2. Visual Bugs • Background and Foreground ground placement is not properly shown in the editor; every ground is treated like a background. • Water grounds are ALWAYS treated as foregrounds, so only foregrounds can appear on top of water even though in the editor it looks like water is behind grounds with a lower Z. • "Mice Stuff" in the foreground appear in front of foreground grounds in the editor, but "Mice Stuff" is ALWAYS behind foreground grounds in-game. • "Mice Stuff" appears ~1.5 pixels further down and right in-game than in the editor. 3. Rotation Glitch - Get the XML! This glitch is popularly known as "Rype's Rotation Glitch," but it's a very simple glitch and most people don't realize just how simple it is. This glitch is NOT complicated. The way it works is that the game connects nails BEFORE rotating grounds, so all nails in your map are attached to grounds at 0 rotation. This explains why nails in rotated grounds sometimes don't work. Here's how the glitch works: • Make any ground you want, but don't rotate it. • Connect other grounds to this ground (again, don't rotate them) with nails. Obviously these are dynamic grounds, by the way. • Rotate the grounds however you want. They will still be connected. 4. Invalid Mass Invalid mass (IM) is a very popular glitch mechanic used for numerous different glitches. To create an invalid mass ground, all you need to do is give a ground negative (-) mass. Unfortunately map editor won't let you do this, but if you copy the map XML you can edit it by hand. The easiest way to find the right number to change is by setting your ground's mass to something easily spottable, like 999999. Here's a step-by-step that'll make it easy. • Choose the ground you want with the Selector, then make it dynamic and set its mass to 999999 • Copy the map XML and look for the 999999 in it (it's easier to paste the XML in notepad and use Ctrl+F to find it) • Change the mass (999999) to -1 (any negative number works, but -1 is all you need) You now have a ground with invalid mass! IM grounds are mostly used as a base for other glitches, but you CAN do the following with IM grounds by themselves: • IM grounds will not move, but they are dynamic so shamans can build in them 5. Super Water & Sticky Grounds - Get the XML! "Super water," as I'm calling it to make it easier to spot in this guide, is an IM ground with water in it which makes you shoot upwards when you touch it. Here are simple steps to making this ground and adjusting how fast you shoot upwards! • Create an IM ground • Place a water ground at the same X/Y coordinates of the IM ground • Adjust the friction of the IM ground to increase the power! Higher friction will make mice fly upwards faster when they touch the ground • The bottom of this ground will cause mice to "stick" to it for ~1 second (friction does not affect this time) • Consider blocking off the top of the ground--touching it is very likely to send mice flying farther than you want them to! 6. Treadmil Grounds - Get the XML! Treadmil grounds, or "booster" grounds, or whatever else you know them as, are grounds that make mice accelerate in one direction when they touch them. You may have noticed grounds like these in some race maps or my "Magnets" map (@2395730). This ground is very useful for creating maps with a twist! Here's a step-by-step to making this kind of ground. • The base. This is the bottom-most ground that holds up your treadmil ground (it's dynamic and NOT IM). The only thing special about this ground is that it needs 0 friction. That's all. • The stopper. This is the ground that will stop your treadmil ground and hold it in place. This should be on the same side that you want your ground to move. The only thing special about this ground is that it must have invalid restitution (IR). Unlike IM, you can create IR simply by putting a period (.) as the restitution with no numbers. • The treadmil ground. This is the main attraction. You need to position it so that there's at least a 1 pixel gap between this ground and the stopper (above) if you want it to work. The treadmil ground must have" 1 fixed rotation, invalid restitution, 9999 friction, and 999999 mass. Why so high friction and mass? These don't need to be this high, but need to be high. Also, it's possible for mice to stop your treadmil ground from working if they're able to move it, so higher mass and friction will stop that. Friction in this ground also adds to how fast it goes, but isn't the primary factor. The next ground is. • The trigger. This ground will set everything into play. This should be on the opposide side that you want the ground to move (it will push mice AWAY from this side). I've seen people use circles as triggers, but that's really just more difficult. All you need is a rectangle ground at 45 rotation to hit the treadmil ground just right. The trigger should have the following properties: 45 rotation, 999999 mass. The restitution of this ground decides how fast the racing ground will push mice. |
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| And I don't think any moderators will mind if I reserve this post, just in case I hit the limit when adding more steps... Opinions thus far? ^^ |
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| What about the shaman details? Fooksie. |
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Trxz a dit : Shamans are no different from other mice. Their visual appearence is like 1.1x larger, but they have the same exact hitboxes and mass as other mice. |
| « Citoyen » 1340645100000
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| your racing ground is for me a socalled threadmill ground. |
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Martinbless a dit : Same difference. There's no official name for it since it's not official to begin with. |
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| For the mice who can't do scrolling with hidden mechanism : ( Ca="" ) a dit : |
| « Citoyen » 1341134820000
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| I still don't understand the "Booster" grounds. Is there a video about making those grounds? If there is, pls send me the link to the video. Thanks! |
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| You could consider adding how water works. As far as I understand, if you take the center 10x10 space of any block, circle, mouse, ect. and it is entirely in water, the item will float. Any mass will float, however mice with cheese will not float, and neither will anvils. Multiple water grounds do not affect upward speed, or anything for that matter. Furthermore, if you have a really heavy floating block, it can pull other lighter blocks up and down. Not really any kind of trick, but physics none the less. |
| « Citoyen » 1341265920000
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| Nice guide ! I love it GJ fxie <3 |
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| [Modéré par Inconnu_0] |
| « Citoyen » 1341269880000
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| cool |
| « Citoyen » 1341759720000
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| Nice thread but when you add anything more then 1600 for the legnth i thought you should know that the max for people to make a map is 1600 i tried 3200 (3maps) on halloween and it didnt work. :D Other then that, love it. :3 |
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Draconicmice a dit : Impuredeath has a video mentioning it, but not clearly at all. Took me an hour to figure out what to do myself after watching it. You should try clicking "Get the XML!" to get a map pre-made with this ground for a hands-on example. It should be extremely easy to understand after playing with that XML. |
| « Citoyen » 1342303080000
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Gneiss a dit : LOI |
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| Bumping because I've gotten a few PMs about the topics covered in this thread. |
| « Citoyen » 1344421200000
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| Racing grounds are much better known as treadmill grounds. Pretty much every other tutorial i've seen has called it that so i would suggest calling it treadmill ground just to avoid confusion. Also it's worth noting that although -mass grounds are dynamic, they can't be glitched to 0,0 like other grounds. The only way to do this is to rype glitch it to another ground and then send that to 0,0. This however leaves the area it used to occupy as an invisible IF area. Not sure how in detail you were planning to go with this but there's a lot of things you could add to your current sections. Pretty good for beginners though ^^ |
| « Censeur » 1344466020000
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Fxie a dit : Yeah, i actualy created one just because i thought this thing was deleted, and mine was shit it didn't even look good it just had the info and a bit more then this one but still just the info. Good call. |
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| Added the background color code to specs (useful information) and renamed all instances of "racing ground" with "treadmil ground." |
| « Citoyen » 1344917580000
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| Fxie... I have a little question... If the visible Y is 380, isn't 190 the center??? By the way, nice guide ^_^ |