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A few new tricks I found; can't seem to word it right, but oh well
Tweet Topic Started: Apr 8 2007, 04:38 PM (761 Views)
Knuckles83 Apr 8 2007, 04:38 PM Post #1
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I don't know if anyone has figured this out, but here are two things I figured out. These tricks are all for the mapmaker. These tricks may not be spectacular, but I thought I should show you what I figured out.


1: You know the respawn time for the items? If you set the item's respawn time to 0:00, the item won't reappear after you pick it up. This may give me some ideas for future maps.

2: Hope this one isn't confusing. Place a stackable tile(anyone, maybe the Small ones recomended). Then place an item on it. After that, place another stackable tile below the other. The Tiles won't stack because the item is preventing it. But if you remove the item, the tiles will be stackable though.


And that's all I found so far.
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SilverJ Apr 8 2007, 05:13 PM Post #2
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I didn't knw the first one ,but I knew the 2nd one thanks to SV X-Unit's map Flooded ruins.(I'd give it 4 out of 5). That map was cool looking ,but to easy against bots ,but back on topic. Thankls for the new one, Knuckles, and welcome back.
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Lomnops Apr 8 2007, 08:15 PM Post #3
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hey that first trick is quite cool, i've always wanted to do that. the second trick is old, always useful though. if you want floating stackables w/out clutter of items you can put down keys or AI (or spawns, zones, etc...). I wonder what i can use that first trick for though... >.<%
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Knuckles83 Apr 8 2007, 09:01 PM Post #4
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I never really thought about using the keys for the 2nd trick. Thanks Lomnops!


I may end up using the first trick occasionally for some of the weapons. Like if I have 3 of the same gun for instance, I would probably use 1 out of the 3 for using the 0:00 trick or the other way around.
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Le_Faucheur Apr 9 2007, 12:20 PM Post #5
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1: didn't know
2: lost in space
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SV SHARKGUN Apr 9 2007, 08:21 PM Post #6
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Knuckles83
Apr 8 2007, 09:01 PM
I never really thought about using the keys for the 2nd trick. Thanks Lomnops!


I may end up using the first trick occasionally for some of the weapons. Like if I have 3 of the same gun for instance, I would probably use 1 out of the 3 for using the 0:00 trick or the other way around.

I know about both things...

Btw Assault Spawn points require less space than keys :P
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ghostsniper Apr 9 2007, 08:54 PM Post #7
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Yeah, I knew about both things too. I've also been experimenting with story logic recently and making little puzzles, like getting the right switches activated to get through a door or using the crosshair of a gun to detect traps of enemies in pitch black areas. I'm quite surprized how much more you can add to a map with just a tiny bit more logic. (I even added a light switch on some of my low logic levels). 'Tis fun.
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Lomnops Apr 9 2007, 09:19 PM Post #8
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SV SHARKGUN
Apr 9 2007, 08:21 PM
Knuckles83
Apr 8 2007, 09:01 PM
I never really thought about using the keys for the 2nd trick. Thanks Lomnops!


I may end up using the first trick occasionally for some of the weapons. Like if I have 3 of the same gun for instance, I would probably use 1 out of the 3 for using the 0:00 trick or the other way around.

I know about both things...

Btw Assault Spawn points require less space than keys :P

>.< forgot about that
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Knuckles83 Apr 9 2007, 10:02 PM Post #9
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I wish there was a little more arcade logic, like at least for the Tile Lights. Like if you pass through a certain area or use a switch, the lighting will change for certain tiles. If that was so, then I could have a few ideas, like using the switches as circuit breakers for certain areas, IF they had that for arcade logic.
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admiralhowdy Apr 9 2007, 10:21 PM Post #10
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Quote:
 
or using the crosshair of a gun to detect traps of enemies in pitch black areas.


nice...

Usually stackables take less memory than the non-stackable version of the tile, so you can use trick 2 if you are running low on tile space but have room for items of some sort or some kind of start like Sharkgun said. I think Trick 1 was mentioned in an Assault map topic recently.
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ghostsniper Apr 10 2007, 09:13 AM Post #11
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Yeah, it's fun, especially first time one of my friends played. He had no clue how to do it, went into a room without checking for enemies, stepped inside, making the door lock behind him and the enemy spotted him and jumped on a turret that shoots bullets. He was basically pinned on the door until he was dead as there was no escape. 'Twas awesome fun. He got EVERY puzzle wrong >_<
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SilverJ Apr 11 2007, 11:50 PM Post #12
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I never thought stackables (ex. 27, 28, etc.) took less memory than their counterparts say the small corridors (1).
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Knuckles83 Apr 11 2007, 11:58 PM Post #13
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Maybe if I use Trick 1 for some of my maps, it could decrease the chance of the maps freezing the game, but I don't think that would work.
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Undead+priest Apr 12 2007, 02:16 PM Post #14
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Freezing game=due to the number of item...WILL YOU REMEMBER THIS ONE DAY!!!
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Knuckles83 Apr 12 2007, 07:56 PM Post #15
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I know what you're saying, and I partially believe you. And I remember too!!!!!!!!!!! I'm just saying if Trick 1 would help.
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