Dungeon transformice map1/1/2024 I'm not entirely sure of the specifics of how it works, so I'd say just play with the values if you find that your dynamic object is too easily pushed. It'll stay at the angle it started at.ĭamping is resistance to movement. Look at ice and chocolate/mud.įixed rotation only applies to dynamic objects, and means that it can't tip over. Restitution refers to bounciness, when a mouse falls onto the ground they'll bounce back up _ times the height they fell from.įriction is obvious, but also note that setting it lower makes it harder to walljump and higher makes it easier. Note that there is a bug which can cause dynamic ground to randomly get unchecked as dynamic, make sure to double check that this didn't happen before exporting your map! Look at maps 1 and 77 for examples of how dynamic ground can be used. But maybe that's exactly the effect you want for a trap.ĭynamic means that the ground can fall and be pushed around like a normal object, rather than being fixed in place. I don't recommend doing this though, you'd end up confusing players who are used to these properties being tied to color. Since you can edit them, it's easy to make one color ground behave like another. The only difference between each type of ground is the default friction and restitution. Be careful that your clever obstacle course can't be shortcutted by just dropping off the side! Objects can be positioned offscreen by editing their coordinates, and mice can walk offscreen. Use the selector and fine tune the coordinates for symmetry.Īnd here's a few more tips of my own for advanced editing: Until they add the ability to turn off shamans, try to not bore the poor soul who gets stuck having to shaman a custom map. Also note that some players lag at the start of maps, so avoid requiring them to react right away lest they get killed.ĭon't neglect the shaman. It's okay to have walljumping shortcuts, but for fuck's sake, don't make it impossible for those who can't walljump. Have a clear theme rather than just throwing a ton of shit together haphazardly. Good work.įor those of you allergic to words, here's a condensed summary of the most important things he said: I was going to write a guide exactly like this. ** Additions: ** Leeb's 1338hax made a pretty good post for some other ideas Well, those were my philosophies, I am willing to hear what you guys think and your opinions. Note: don't add different color grounds to make things look better. Although it may not affect the game play, to have a successful map, it should look professional. example Having randomized sized planks and overlapping connections looks bad and isn't appealing. The ground's sizes are consistent throughout the map and any connection is flush. Most of the original transformice maps look like they were designed by someone that knows what they are doing. Please make basic levels for shamans to take advantage of. In fact, it makes it more creative and exciting for the players. Note that in the original maps, most levels are shaman dependent, without them you will die or run out of time. I don't know why I am seeing mostly shaman-less levels. This game wouldn't be anything without shamans. However, put the two together, and create a level where noobs can maneuver and jump at a slower/safer rate than the pro and still succeed, shows a good map. And example of a noob's extreme is a flat level by just pushing forward to win. An example of the Pro's extreme is having a map that strictly for wall jumpers and if you mess up, you fall to your death. Without balance, the map will be boring or useless. By having balance of both an easy map and a map that pros can exploit shows a good transformice map. Pros are given an advantage by wall jumping to key locations or timing things perfectly example. However, what separates a good map from a bad map is how the pros are able to take advantage of these maps. This is why we all continued to play the game, instead of giving up after the first map. There are a few tricky ones, but overall, any starter shouldn't have trouble completing them. Most of the original transformice maps are not difficult. In essence, putting a rotating plank next to a anvil snake while everything is jumping on trampolines on ice, is not simple. Adding different color grounds, is a form of adding more obstacles. All these maps have one main obstacle (reoccurring or not). I think we can agree they are straight forward. If we look at the original maps you will notice they are not complicated. Transformice is based off of simple maps. I am open for discussion and criticism, but hear me out for the following: I am writing this to see what attributes makes up a perfect transformice map. Great maps are getting low ratings, while crummy maps are getting high ratings. I am creating this reddit page because I am shocked at some of the ratings these maps are getting.
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