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Thursday, 26 May 2011

Map Editor ~ Guides

Chapter 1. Changing Ground Attributes | Creating Fake Grounds
Chapter 2. Ground Attributes Explained
Chapter 3. Objects and Dynamic Grounds | Ghost Objects
Chapter 4. Alignment
Chapter 5. Gravity and Wind
Chapter 6. Map Variations | Vanilla | Soulmate | Nightmode | Collision
Chapter 7. Creating Invisible Grounds
Chapter 8. Invalid Friction
Chapter 9. Rype's Glitch
Chapter 10. Invalid Restitution
Chapter 11. Negative Mass and No-B
Chapter 12. Coming Soon Troll Maps and Crash Maps
Chapter 13. Troll Maps and Reporting Bad Maps
Chapter 14. Submitting Maps for Rooms and Getting Your Map Permanent
Chapter 15. Creating a Map Showcase Thread & Sharing Maps (on the forum)
Chapter 16. Helpful Links and Tutorials

Getting Started: In order to export a map you must have collected at least 1,000 cheese (you can view your profile by clicking your name in the shaman points box). To export a map it will cost 40 cheese, to edit your map you should save the exported map code in a notepad document or map thread (once you have over 5 maps).

Map Voting: Everyone's maps go into the public cycle where it's voted on. You will see your vote after your map has 50 total votes. If your map has a rating below 50% after it has 100 total votes, it will be deleted.

Chapter 1. Changing Ground Attributes
1. While in map editor select grounds> choose a ground type.
2. Place the ground on the map.
3. Click the Selector option after placing your ground.
4. Click the ground and you'll see the right panel full of measurements and settings.
5. Static Grounds (ones that aren't dynamic) have 2 functional settings; friction & restitution.

Creating Fake Grounds
Fake grounds are setting altered grounds where someone changed the attributes.
You can make hidden lava grounds by altering the restitution settings to a number from 10-100 (refer to Changing Ground Attributes to learn how). Fake ice grounds can be made with any ground using 0 friction. To create a trampoline use restitution .6 through 2 (1.2 is the default trampoline setting).

Chapter 2. Ground Attributes Explained
1. Dynamic Ground: This option enables your ground to be used dynamically/to move.
2. Mass (0=auto): This is how much a ground weighs. 0 is usually the best setting or else you'll need to be precise with any measurements to accurately balance weights of dynamic grounds.
3. Friction: The most important thing about friction is climbability, if you set the friction of a standard wall above 1 it becomes substantially easier to climb than a wall with .3 ; Ice grounds are made with 0 friction, you can't climb a wall if it has too low of friction. Normally anything under .1 is when you notice walljumping becomes more difficult. Chocolate grounds are made with 20 friction, this lets users cling onto walls much easier as well as making it hard to walk on than regular grounds or ice.
4. Rotation: This is just the general direction of the ground piece, 45 degrees would be a perfect diagonal rotation.
5. Fixed Rotation: This is a slightly more advanced feature, it becomes useful when it's part of a contraption or functions as a key piece to a map. It fixes the rotation so that the ground never wobbles or shakes.
6. Linear Damping: This is what lets dynamic grounds float or fall slowly. If a ground has 30 linear damping it will not move anywhere on the map unless something is pushing it. Any number below 30 you'll notice the ground will move. 0 will allow a ground to drop without interuption while 15 will cause the ground to fall and move slowly.
7. Angular Damping: This setting is for how the rotation of dynamic grounds is effected. The higher the number of angular damping the less spinning a dynamic object does. 0 angular damping would allow an object to spiral.

Creating Water and Darkness Effects
You can create a black or colored glow around a ground which can turn the map completely black or give it a dark tint or use it to add water effects.

The length of the ground needs to be 69304 (this will make the entire map a solid color).
69305 will have a smaller range which makes it more useful for water.

The chart belows shows how the different grounds create different shades.

Making Dynamic Grounds Act like Jello
Dynamic bouncy grounds like the ice one used in this map (used to create water effects without lag) are created by placing a dynamic ground with very low mass (normally below 10 depending on the weight of whatever item is going to be on top of it.

The reason it does this is because the weight of something that is heavier tends to push into something that weighs next to nothing. Anvils also sink into planks sometimes because of their high mass and the low mass of a plank.

You will need to add a red anchor or some grounds around the jello ground due to the fact that low mass grounds will move around, a lot.

Chapter 3. Objects and Anchors
Ball: This small object has all rounded edges and has some restition which allows it to bounce somewhat.
Balloon: Balloons can raise dynamic objects, to attach a balloon just press one of the keyboard commands (c, v, n, j are common)
Rune: Runes can push movable grounds and objects but there is a limit to how much it can push.
Little Box: Small boxes weight about as much as a regular mouse and has some friction.
Big Box: Big boxes are one of the heaviest objects and have some friction.
Anvil: Anvils are the heaviest item and have some friction.
Little Board: Thinnest object which is useful in mechanisms and triggers.
Big Board: Longest and thinnest object which makes it useful for contraptions.
Trampoline: An object with a bounce pad.
Red Nail: Red nails don't let grounds move anywhere but they can rotate, it's similar to nailing a piece of paper onto wood.
Green Nail: Green nails are sort of like elastic anchors, they are useful for hinges, doors and map making. Green anchors are moderately fluid and allow map makers to take advantage of having an object incredibly rotatable.
Yellow Nail: Yellow nails are the glues of the anchors, they are great for shamaning, creating shapes and providing strong support for movable objects.
Green Motor/Red Motor: These motors have the same function as their base anchor except they rotate whichever object they are connected to in whichever direction. (Right is clockwise, left is counterclockwise) Keyboard shortcuts for green motors are N and J.

Ghost Objects: To make an object ghosted you place it, select it and then check off the Ghost Object option.

Anchor Coloring: written by Voidmoon
Anchoring different kinds of grounds will cause the anchors to turn slightly different colours. The colour change depends on which ground has the highest Z value ( the one which appears on top will determine the colour). By using the Rype Glitch, you can rotate the top ground out of view and be left with a ground that appears to have the incorrect colour as shown in the image below.

Click here for Voidmoon's Anchor Color Code

Chapter 4. Alignment
How to make accurately aligned maps
A key to almost any good map is design and functionality. You can't get the most out of your map if you are placing things in the wrong area. The first way everyone begins with aligning in through map editor where you can edit the exact sizes of your grounds and it's location by using the selector and clicking on a ground piece after you placed it on your map screen.

The exact center for a map is 400x, 200y.
Your map's total screen is 800px wide and 400px tall (the chatscreen is about 808px).

There is a grid option in MapPad which lets you create aesthetically accurate grounds however once imported into transformice you may need to make some tweaks because of the shape of the grounds not being 100% accurate with their sizes due to the invisible edges of a ground (which is exploited to create invisible grounds).

Symmetrical Maps
If you ever want to create completely symmetrical maps you can use MapPad. To easily mirror your entire map just go to Edit>Map>Mirror>Horizontally. To flip individual and groups of elements you can select them and then click Edit>Mirror Selection>Horizontally.

Temple Suggests: His map shifter which lets you move your maps so you can edit behind the chatscreen, off screen and change your whole map's location.

Kenoriga Suggests: In MapPad you can use View>Preview Mirror to create a preview you can see in order to consolidate. Then go to Edit > Map > Mirror which "consolidates" the preview.

Stalky Suggests: You can flip your entire map by going to Edit > Map > Flip
If you use this function it will aso effect the map settings, i.e. gravity or wind will be inverted respectively.

Chapter 5. Gravity and Wind
Gravity: Negative gravity will take you up. 0 Gravity will not drop you or push you down but it will suck you up if you jump. Gravity at default (10) will let you jump short distances and allows you to walljump. Gravity at 5 will let you glide and jump longer distances. Gravity over 10 will push you down, the higher you go the more harder it becomes to control your mouse (you should never need to put more than 40 gravity, it becomes somewhat unstable after that).

Wind: Default (0) will not push you in any direction. Negative wind will suck you left and positive wind takes you right. You can use wind to control direction, to create unique walljumping maps and techniques or to add atmosphere to any map.

Chapter 6. Map Variations
Default & Vanilla Maps: Vanilla maps are original and simple maps commonly designed similar to the official maps of Transformice. They do not have fake grounds, glitches or harmful exploits.

Soulmate Maps: These maps are the ones with hearts on the top left corner, everyone is partnered up with someone which allows unique gameplay and design for map creators.

Nightmode Maps: Nightmode maps are generally simple gameplay maps, popularly being used to create a more dramatic effect on art maps. Nightmode limits the user to only see a small radius around him. A good nightmode map would have some direction, not be too challenging and must be somewhat predictable so users can race properly.

Collision Maps: Collision maps creates physical boundries around each mouse. The mice can climb on top of eachother and get to places they normally wouldn't be able to. Collision can get crowded so make sure to leave lots of room for spawning, racing and hole access. Remember in collision mice are everywhere so it's incredibly difficult to make use of trampolines on these maps.

Chapter 7. Creating Invisible Grounds
There aren't too many options with invisible grounds but the two most common are the following:

Froi's (Invalid) Rotation Glitch: written by Froi
Invalid rotation can be used to make invisible grounds and fake grounds.
  1. The invisible ground can be determined with an angle of 36000 + x, where x is the desired rotation. It has to be set in the xml code externally.
  2. The visible ground will always be rotated -8 degrees.

The Long Ground Invisible Edge: Quite simply any ground that is 1000 pixels long will have 10 extra pixels of invisible ground surrounding it. The example below shows what a 5000 px long ground provides in invisible ground.

Chapter 8. Invalid Friction & Negative Mass
To create invalid friction you will need an external text editor such as notepad.
1. Go into the map editor on Transformice
2. Select the ground attributes and type 99999
3. Copy the map code, open Notepad, paste map code into Notepad.
4. Find the 99999 by hand or use the search & replace tool (Ctrl+H) and replace the number with anything with letters.
5. Copy the map code from Notepad and paste back into transformice's map editor.
After you edit the settings with invalid characters the friction glitches which many map makers use to their advantage in creating new maps.

Invalid Friction Helpful Explanations: written by Froi
Article by Froi
  1. Everything that touches an IF ground, will be sent to 0,0 with 0 rotation. Mice will be stuck there until the end of the round.
  2. If the IF gound is static, it will create "phasing" when touched, which makes every mice on regular static grounds to be pushed downward with a heavy force. This can be avoided with grounds with Negative Mass.
  3. If the IF ground is dynamic, when something or someone touches it, that and the ground itself will be sent to 0,0. No phasing.
  4. If the IF ground is dynamic and is red-anchored, it happens the same as above, plus it makes impossible to use red anchors anymore.
  5. Any red-anchored object and all the objects attached to it directly or indirectly will be sent to 0,0. Any red-anchored dynamic ground will be sent to 0,0 when a mouse or an object touches it. Whenever a shaman spawns a red-anchored plank it will be sent to 0,0 instantly.

Limbo (0,0 position) written by Froi
Everything sent to limbo by one of the previous glitches will have their center at 0,0, and they will be trespassable. But they will make any object attached to them be sent to 0,0 as well, even if the idea was to attach it to another object that happened to be in the range of an object or ground sent to 0,0.

Chapter 9. Rype's Rotated Ground Glitch

Click here for the original tutorial.

Creating Arrows and Floating Elements
Rype's glitch uses long grounds, for example 50w by 400h. Create 2 of these sized long grounds and place them on top of eachother, their default rotation should be 0 and they should look like a pole. Make these grounds dynamic, fixed rotation, add some mass etc. Now create your anchored image, like an arrow for example. Make sure the arrows are all on top of both grounds. Now rotate the grounds 90 degrees so they appear flat. Now these two grounds will be connected even after the anchors are seemingly nowhere near the grounds. You can add some trampoline or gadget under the grounds to add movement to the arrow. If you want to hide the grounds or put them off screen just change the height of them, Placement and making the big grounds hidden is very important (you'll need to use Rype's glitch)

Click here for a code.

Chapter 10. Invalid Restitution
If you would like to contribute an article here please let me know.

Chapter 11. Negative Mass and No-B written by Froi
Negative Mass
If a dynamic ground has a negative mass (-1 for example) it will be like a static ground (it won't move and it can overlap other static grounds or dynamic grounds with negative mass), but you can attach objects to it, and it avoids phasing. You can create negative mass with Notepad or MapPad

No-B Glitch
If a single red anchor is put over two dynamic grounds with fixed rotation at the same time, both grounds and everything attached to them will be sent to 0,0, plus it makes impossible to use red anchors anymore. Any red-anchored object and all the objects attached to it directly or indirectly will be sent to 0,0. Any red-anchored dynamic ground will be sent to 0,0 when a mouse or an object touches it. Whenever a shaman spawns a red-anchored plank it will be sent to 0,0 instantly.

Important Notes about No-B:
This glitch was popular before hardmode shamans were enabled, during hardmode users cannot use spirits or b planks so please take this into consideration while making your maps.
Additionally: please understand many rooms no longer have a need for no-b maps. It should not be used unless it's an essential part of a map or contraption.

Chapter 12. Under construction

Chapter 13. Troll Maps and Reporting a Map
A crash map is made when dynamic objects touch 2 pieces of high restitution and don't have much room to bounce, these maps are deleted and do not need to be exported.

Report all troll maps and bad maps in this thread. It's always important to report troll and crash maps otherwise they will be unchecked and continue to crash other users around the network.

Chapter 14. Submitting Maps for Rooms and Getting Your Map Permanent
1) Enter A Contest: Submit your map for the monthly contest, winner usually gets permanent for first place and sometimes second and third get a permanent as well.
2) Submit it to a Mod or Room: There is a low chance of getting your maps permanent with rooms like racing, survivor etc. due to the fact that bots can load deleted maps. There is always the possibility that the moderator who runs the bot or just any moderator in general will take notice of your map and perm it based on their own opinion.

★ Submit your Racing Maps (reviewed by Holz)
★ Submit your Shaman Maps (reviewed by Temple)
★ Submit your BootCamp Maps (reviewed by Redditguy)

Notes: There is a room for re-voting permanent maps (you can view it on EN1 in room perm). Do not flood Moderators with Maps unless you know they are willing. To ever test your maps you should be able to ask one of the moderators of your server (list currently unavailable).

Chapter 15. Creating a Map Showcase Thread & Sharing Maps
To create a map in the Map Editor subforum you will need at least 5 exported maps that you can provide coding and or images for so people can check them out. I suggest sites like tinypaste and tinypic to upload images and for sharing codes through transformice and on the forums. There is no mandatory format so you can design your map and include videos, animations etc. If there is an image limit you create finish your posting in replies and should you ever want to clean it up you can have a forum moderator delete the posts and merge it together.

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