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Author Topic: Jump Map Collaboration  (Read 4308 times)

Spazz

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Jump Map Collaboration
« on: April 01, 2014, 01:25:09 pm »


Cheesy, right?
I want to keep this as clean and short as possible to lessen the confusion, if clarification is needed just ask, I don't bite ;3
[.s]Well actually I do but that's for one person alone, no comment..[./s] APPARENTLY SHE'S NOT WORTH IT, RIP IDEALS

Currently, still, on hold? Probably do some activity this coming weekend, if nothing pops up :l
^-- June 24th 2014

This idea spawned up when chatting in IRC about Delta with Derpduck (and possibly Orpheon?)
Which was originally called Orion back then, so the map name switched

A simple thing of just creating rooms of varying jumps mapped by anyone and connecting them with a series of move boxes leading to a possibly huge overall map or many versions. As for the style of the map, I can't leave it loose and voted/debated for as that'll go no where. Below is the guide I'm using to create my stand alone map of Delta (The example inside the information spoiler)

Please note, this is a Detonator map. This is not for Runner, Rocketman, or Secret. Please keep all jumps possible to a solo person, difficulty of the room will be rated out of a general #/10 and explicit #/100. The difficulty rating will determine it's location in the map, it's key to balance the jumps. I will be stitching, adding the gates and creating the entities in GB alone.

(click to show/hide)

Here is everything you need to know for this Project!
(click to show/hide)

The rest is below, mostly loose questions and confirmations
(click to show/hide)

(click to show/hide)

Having trouble deciding what kind of room to make? Use this for 7x7 reference, good place to start
(click to show/hide)

(click to show/hide)

(click to show/hide)
« Last Edit: June 24, 2014, 07:45:05 pm by Spazz »
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Spazz

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Re: Jump Map Collaboration
« Reply #1 on: April 01, 2014, 01:26:10 pm »

Reserved for Participants and Activity/Logs
Participants: 3 Total / 3 Current / 0 Discontinued

Current: Spazz, Derpduck, Meow

Discontinued:



Activity/Logs:

(click to show/hide)
« Last Edit: April 03, 2014, 05:34:08 pm by Spazz »
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Spazz

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Re: Jump Map Collaboration
« Reply #2 on: April 01, 2014, 01:26:44 pm »

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« Last Edit: August 15, 2014, 12:59:34 pm by Spazz »
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Derpduck

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Re: Jump Map Collaboration
« Reply #3 on: April 01, 2014, 01:37:34 pm »

Alright, I'll post now to follow this and provide some info.
First of all that's a pretty neat OP :P
Second: This could be a good map to use the multi-stage CP entity for extra spawns and simplification, while splitting the maps by difficulty.
Third: For those that don't know all of the box entities are 7x7 map pixels. I'll try to get more info on other numbers that you might need.
Fourth: I might make a more r/dj friendly version of GB for this.
Fifth: If this takes a long time to make and the sticky jumping physics are changed then what will we do?
« Last Edit: April 01, 2014, 01:40:31 pm by Derpduck [LORD] »
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Spazz

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Re: Jump Map Collaboration
« Reply #4 on: April 02, 2014, 12:48:56 am »

Added some stuff to my activity log, will post some more 'later today' (Apparently it's past 1am)

Second: This could be a good map to use the multi-stage CP entity for extra spawns and simplification, while splitting the maps by difficulty.
Way ahead of you

Fourth: I might make a more r/dj friendly version of GB for this.
Up to you, I'm using your current GB though I've noticed some talk in the comprehensive guide
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Dumbledank

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Re: Jump Map Collaboration
« Reply #5 on: April 02, 2014, 07:55:56 am »

Count me in.

Here's a room I dub "loop of f8".
Rigorously tested a compiled version to prevent cheating.
(click to show/hide)

If you really want to you can actually continually loop around if you stick to the 8 pattern.

(Diagonal arrows are up moveboxes combined with left/right moveboxes. The diagonal moveboxes on the background are where the up moveboxes go and the left/right movboxes are 1px to the left/right)
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Spazz

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Re: Jump Map Collaboration
« Reply #6 on: April 02, 2014, 08:40:34 am »

Added

Here's a room I dub "loop of f8".
Rigorously tested a compiled version to prevent cheating.
(click to show/hide)

If you really want to you can actually continually loop around if you stick to the 8 pattern.
Jesus, I'm going to have to test this. Look like fun but is most definitely going near the end or as a bonus

(Diagonal arrows are up moveboxes combined with left/right moveboxes. The diagonal moveboxes on the background are where the up moveboxes go and the left/right movboxes are 1px to the left/right)
I'll have to test this as well, the idea is great but unfortunately you can't overlap entities in the current GB
Edit: And entities even a pixel away can be effected by the other by a surprising amount, I'll turn 'snap to grid' off and place as close as possible, might even N++ edit it as a .ent file
« Last Edit: April 02, 2014, 08:56:25 am by Spazz »
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Dumbledank

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Re: Jump Map Collaboration
« Reply #7 on: April 02, 2014, 09:04:55 am »

What version of GB do you have? I can overlap two moveboxes without one replacing the other providing they aren't directly over one and other (hence why the left/right moveboxes are slightly to the side). I did all of the moveboxes with snap to grid on as well :U
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Spazz

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Re: Jump Map Collaboration
« Reply #8 on: April 02, 2014, 10:03:36 am »

Whaaa, where is this godly piece of work? It's always been Derpduck's Re-make, never really used any other and it overwrites overlaps

Edit: It couldn't be the 2.4 build could it? It's older than the re-make for date uploaded
« Last Edit: April 02, 2014, 10:10:47 am by Spazz »
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Dumbledank

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Re: Jump Map Collaboration
« Reply #9 on: April 02, 2014, 10:12:46 am »

Yeah gb 2.4 by leiche is what I use, it seems to be more user friendly.
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Spazz

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Re: Jump Map Collaboration
« Reply #10 on: April 02, 2014, 10:24:07 am »

I'll give that a shot, editing OP when I return to add new tiles for Colour Guide. Also, them orange boxes for the one way door was meant to be a line and arrow like the two below them. (Move boxes) I'll change that as well.

Did notice in "Loop of F8", on the second/last arrow in the jump, what's stopping you from going down/right instead of down/left though there is a move box, does it push you that far that fast?

Edit: Btw, I did say you do not have to follow the 7x7 like I do for the interior? It feels unusual to see you map like that..
« Last Edit: April 02, 2014, 10:27:21 am by Spazz »
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『AMLV』bobtehnoob

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Re: Jump Map Collaboration
« Reply #11 on: April 02, 2014, 10:36:35 am »

Whaaa, where is this godly piece of work? It's always been Derpduck's Re-make, never really used any other and it overwrites overlaps

Edit: It couldn't be the 2.4 build could it? It's older than the re-make for date uploaded
Derp's remake only overwrites if the two entities have the same location for their base top left pixel/part of the grid.
Also, is there no way to erase some entities and not others?
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Derpduck

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Re: Jump Map Collaboration
« Reply #12 on: April 02, 2014, 10:46:51 am »

Derp's remake only overwrites if the two entities have the same location for their base top left pixel/part of the grid.
This. I could change that since it can be annoying.

Yeah gb 2.4 by leiche is what I use, it seems to be more user friendly.
How could I improve that?

Spazz

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Re: Jump Map Collaboration
« Reply #13 on: April 02, 2014, 10:52:52 am »

Yeah gb 2.4 by leiche is what I use, it seems to be more user friendly.
Tested by placing two entities on top of each other and saved to an .ent, only one entities and it was the last placed.
So apparently it doesn't work for me..

Also, is there no way to erase some entities and not others?
Right click in any situation, it will rid whatever is in the brown pixels path for your cursor, however be careful with using the Next Stage Area as anything after that entity is placed is in another group

Yeah gb 2.4 by leiche is what I use, it seems to be more user friendly.
How could I improve that?
Entity overlaps
Menu size does not change on zoom (Even possibly a pop out menu from the border of the exe?)
If above is not possible, always have the Drag tab visible on screen (I've lost it many times offscreen and can not zoom out)
« Last Edit: April 02, 2014, 10:53:36 am by Spazz »
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Dumbledank

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Re: Jump Map Collaboration
« Reply #14 on: April 02, 2014, 10:55:24 am »

Did notice in "Loop of F8", on the second/last arrow in the jump, what's stopping you from going down/right instead of down/left though there is a move box, does it push you that far that fast?

Yeah, I put that there to prevent people from skipping the entire loop

Edit: Btw, I did say you do not have to follow the 7x7 like I do for the interior? It feels unusual to see you map like that..

I'd like the entire map to follow the uniform 7x7 design so one part doesn't look wildly different from other parts

Yeah gb 2.4 by leiche is what I use, it seems to be more user friendly.
How could I improve that?

I like to be able to right click to drag around the map instead of using arrow keys.
Another minor thing I dislike about your version is that when you select an entity it doesn't appear in the centre of the cursor and appear to the bottom right.
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