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Post by Josephinie on Jul 26, 2012 5:35:19 GMT -5
All credits go to Rodenticus. Originally written by him.Table of Contents
- Getting to Know The Map Editor
- The Basics About Grounds
- Dynamic Grounds and Intermediate Settings
- Shaman Objects & Spawns Explained
- Gravity and Wind
- Map Settings (Collision, Soulmate, Nightmode, Portals &
- Scrolling Maps)
- Map Backgrounds and Scene Items
- Invisible Ground Methods
- Rype's Rotation Glitch
- Water Glitches
- Negative Mass
- Invalid Friction
- Teleportation
- Treadmill Grounds & Invalid Restitution
- Anchor Glitches and Information
- Bad Maps and Crash Maps
- Who are The Map Crew?
- Getting Your Maps Protected & Understanding the P System
- Sharing Your Maps & Using the CFM Map Database
1. Getting to Know The Map Editor The Transformice Map Editor is an invaluable tool for map makers to export and edit their own custom maps. It is found in the submenu of the Menu tab (to the right side of your avatar). The Map Editor, while it may appear to be simple, is capable of many things! This is where innovative and artistic users go to create machines, statues, monsters and worlds for users to play. Voting for Maps: After you export a custom map users will vote for it, it may take several days to actually see your vote score. The vote score is displayed after there are 50 or more votes and can be viewed by loading the @code in the map editor. You can edit your own maps by loading the @code in the map editor (Save / Load / Test) and then validating it and re-exporting, editing your map does not cost any cheese so you only have to pay to export it once and then any modifications you make are free. You can only load your own maps in the map editor, to load someone else's map you must use the tribe house ( the command being: /np @code )Precise Map and Mice MeasurementsMap Details:Width: 800px Height: 400px Visible Height: 380px Direct Center: 400px Direct Vertical: 210px Mouse Details:Weight/Mass: 20 Height: 30px Width: 30px General Map Editor Details
In order to export a map:You must have at least 1,000 collected cheese - Go to your profile and view 'Gathered Cheese' stats. The Cost of Exporting Each Map:40 Cheese Per Map Getting Protected MapsReduces the Exporting Cost For every P1 map you get the price for exporting will go down by 4, for every P3-P9 you will be discounted 10 cheese. Examples: If you get two P1 maps and have one P4 map then it will only cost 22 cheese to export. The most cheese you can save is 35, which means it will cost a minimum of 5 cheese to export. 2. The Basics About Grounds[/color][/b] Transformice offers a variety in ground textures so you can create many different looking maps and terrains. Most maps have default attributes set to them that determine how they function. This means that users by default will depend on the way a map looks to decide how they want to interact with it, ie: users will not willingly run into lava if they can see it in plain sight, users will try to climb chocolate because by default it has plenty of friction. You can edit the attributes of any ground (with the exception of water) and modify the friction (make it climbable or not) and restitution (make it bounce or not) by using the selector and clicking the ground. All of the available settings will show up on the right side. Remember that you cannot edit water grounds, it has no available options to edit. Map Textures and Types:[/i][/color] T="0" - Wood: Friction (0.3) Restitution (0.2) T="1" - Ice: Friction (0) Restitution (0.2) T="2" - Trampoline: Friction (0) Restitution (1.2) T="3" - Lava: Friction (0) Restitution (20) T="4" - Chocolate: Friction (20) Restitution (0.2) T="5" - Earth: Friction (0.3) Restitution (0.2) T="6" - Grass: Friction (0.3) Restitution (0.2) T="7" - Sand: Friction (.1) Restitution (0.2) T="8" - Cloud: Friction (0.3) Restitution (0.2) - Mice Fall Through T="9" - Water: Friction (0) Restitution (0) - Mice Swim Through T="10" - Stone: Friction (0.3) Restitution (0) T="11" - Snow: Friction (0.05) Restitution (0.2) T="12" - Color: Friction (0.3) Restitution (0.2) - Flat Texture & Recolorable T="13" - Circle: Friction (0.3) Restitution (0.2) - Circular & Recolorable
Grass, Snow and Stone Grounds all have borders around them at 40px length. The border displays every 40px in length thereafter. Click here for the XML with all grounds. Quick Tutorial. Editing the XML File - Changing Grounds[/color] One thing every map editor needs to get used to is using an external program like notepad (which comes with your computer), or wordpad or even something like editpad lite. Transformice restricts certain symbols in the map editor, and some options have a character limit so this is why editing your XML outside of the game is vital. Let's start off with something basic. <C><P /><Z><S><S Y="210" T="0" P="0,0,0.3,0.2,0,0,0,0" L="50" X="400" H="50" /></S><D><DS Y="170" X="400" /></D><O /></Z></C>The code provided above is 1 simple ground and a mouse spawn. The ground is a default wood ground, no edited options, it has (0.3) friction and (0.2) restitution. In your external word/code editor make sure you have the code copypasted. Notice the T="0" value, this represents what kind of ground/ground texture is here. <C><P /><Z><S><S Y="210" T="0" P="0,0,0.3,0.2,0,0,0,0" L="50" X="400" H="50" /></S><D><DS Y="170" X="400" /></D><O /></Z></C>If you replace T="0" with T="9" then the ground will turn into water, or turn it into ice using T="1". Just edit the code and then copy/paste it into the Transformice "Save/Load/Test" tab, to the left where it says 'Enter Code Below to..' and then click Load. 3. Dynamic Grounds and Intermediate Settings[/color][/b] Dynamic grounds are created after you place a ground and click the 'Dynamic ground' button in the ground options. You'll notice a list of different options become available/editable after you enable it to be dynamic. Mass: This is how much the ground will weigh, 0 means it will weigh the default amount for it's size. You can add a ton of weight to make something incredibly heavy or a low amount like 5-20 to make a ground easy to push by one mouse (low mass comes in handy for buttons and triggers as well as traps). Friction: This determines if a ground can be walljumped. Friction: 0 is ice, you can't climb it at all, while Friction: 20 is like chocolate, everyone can nudge their way up chocolate without having to know how to walljump. Anything about 0.04 is climbable. Restitution: This is how bouncy something is, a default trampoline is 1.2 - lava is 20 and wood and earth are .2 Rotation: This is the degree at which your ground is rotated, the maximim number your ground can be rotated is 9999. Fixed Rotation: By entering a "1" here you are enabling fixed rotation, there are only 2 options for this area and that's 0 or 1. 0 is the default which means dynamic grounds can rotate in any direction while 1 means the rotation is fixed and it will not twirl. Linear Damping: This is a control that lets you slow down how fast dynamic grounds move. Linear Damping: 30 sticks your ground in mid-air until something pushes it. Angular Damping: This is the last control which controls how much a dynamic ground rotates, the more angular damping there is the harder it will be for an item to spin. This option can come in handy with mechanisms. Collision with Mice: This button is set by default to collide with mice which means mice can walljump, walk over and interact with the ground. You can make a ground act as a background layer by disabling collision with mice, this will let mice walk through the ground completely. Collision with Grounds and Items: This option enables grounds to touch other grounds and shaman items or not be effected by them at all. This is an option for using your grounds as background/scenery. By default all grounds will interact with eachother and items, you can make a ground untouchable by dynamic grounds and items by disabling this option. XML Examples of Dynamic Ground Settings:[/i] Far Left: This is a regular dynamic ground dropping onto a rotated ground. Second to Left: This is a dynamic ground with fixed rotation. Second to Right: This dynamic ground has Angular Damping: 10 which causes it to not rotate as much but it still drops at a regular speed. Far Right: This dynamic ground has Linear Damping: 10 which causes it to not drop as fast, the more linear damping the slower the ground moves. <C><P /><Z><S><S Y="200" T="8" P="0,0,0.3,0.2,0,0,0,0" L="10" X="410" H="192" /><S Y="200" T="8" P="0,0,0.3,0.2,0,0,0,0" L="10" X="10" H="192" /><S Y="240" T="2" P="0,0,0,1.4,0,0,0,0" L="190" X="100" H="20" /><S Y="100" T="0" P="1,0,0.3,0.2,0,0,0,0" L="100" X="100" H="30" /><S Y="200" T="8" P="0,0,0.3,0.2,0,0,0,0" L="10" H="192" X="210" /><S Y="271" T="5" P="0,0,0.3,0.2,0,0,0,0" L="190" X="100" H="50" /><S Y="100" T="0" P="1,0,0.3,0.2,0,1,0,0" L="100" H="30" X="300" /><S Y="100" T="0" P="1,0,0.3,0.2,0,0,10,0" L="100" X="700" H="30" /><S Y="240" T="2" P="0,0,0,1.4,0,0,0,0" L="190" H="20" X="300" /><S Y="200" T="8" P="0,0,0.3,0.2,0,0,0,0" L="10" H="192" X="610" /><S Y="271" T="5" P="0,0,0.3,0.2,0,0,0,0" L="190" H="50" X="300" /><S Y="240" T="2" P="0,0,0,1.4,0,0,0,0" L="190" X="700" H="20" /><S Y="271" T="5" P="0,0,0.3,0.2,0,0,0,0" L="190" X="700" H="50" /><S Y="271" T="5" P="0,0,0.3,0.2,0,0,0,0" L="190" X="500" H="50" /><S Y="240" T="2" P="0,0,0,1.4,0,0,0,0" L="190" X="500" H="20" /><S Y="100" T="0" P="1,0,0.3,0.2,0,0,0,10" L="100" X="500" H="30" /><S Y="160" T="1" P="0,0,0,0.2,45,0,0,0" L="40" X="165" H="40" /><S Y="160" T="1" P="0,0,0,0.2,45,0,0,0" L="40" H="40" X="365" /><S Y="160" T="1" P="0,0,0,0.2,45,0,0,0" L="40" X="565" H="40" /><S Y="160" T="1" P="0,0,0,0.2,45,0,0,0" L="40" H="40" X="765" /></S><D /><O /></Z></C> XML Examples of Ground Collision Settings:[/i][/b] In this code the left ground has no collision with mice but does have collision with other grounds, the right square has no collision with mice and no collision with other grounds. They both have a dynamic ground on top of them, since the ground on the right has no collision with grounds the top dynamic ground falls through it while the other one keeps it on top. <C><P /><Z><S><S P="0,0,0.3,0.2,0,0,0,0" L="800" X="400" H="40" Y="229" T="0" /><S P="0,0,0.3,0.2,0,0,0,0" c="2" L="50" X="300" H="50" Y="183" T="0" /><S P="0,0,0.3,0.2,0,0,0,0" X="500" L="50" H="50" c="4" Y="183" T="0" /><S P="1,0,0.3,0.2,0,1,3,0" X="300" L="50" H="50" c="1" Y="133" T="0" /><S P="1,0,0.3,0.2,0,1,3,0" H="50" L="50" X="500" c="1" Y="133" T="0" /></S><D><DS Y="196" X="401" /></D><O /></Z></C>Using Ground Collision Settings and Layering, you can create secret paths. Please remember that covering the cheese or hold (hiding them with grounds) is not allowed and your map may be deleted by a moderator. In this XML code below, there is a secret path below the stone stairs. <C><P F="0" /><Z><S><S Y="314" T="5" P="0,0,1,0.2,0,0,0,0" L="121" H="16" X="382" /><S Y="306" T="5" P="0,0,0.3,0.2,90,0,0,0" L="200" X="776" H="47" /><S Y="281" T="5" P="0,0,0,0,-20,0,0,0" L="160" X="606" H="10" /><S Y="279" T="5" P="0,0,0.3,0.2,0,0,0,0" L="121" X="502" H="47" /><S Y="330" T="10" P="0,0,0.3,0,0,0,0,0" c="4" L="480" H="50" X="560" /><S Y="380" T="10" P="0,0,0.3,0,0,0,0,0" c="4" L="600" X="500" H="50" /><S Y="280" T="10" P="0,0,0.3,0,0,0,0,0" c="2" L="360" X="620" H="50" /><S Y="229" T="5" P="0,0,0.3,0.2,0,0,0,0" L="121" H="47" X="622" /><S Y="337" T="7" P="0,0,0.1,0.2,-60,0,0,0" c="4" L="109" X="676" H="40" /><S Y="230" T="10" P="0,0,0.3,0,0,0,0,0" c="2" L="240" H="50" X="680" /><S Y="310" T="7" P="0,0,0.1,0.2,0,0,0,0" c="4" L="68" X="718" H="211" /><S Y="392" T="7" P="0,0,0.1,0.2,-10,0,0,0" L="220" X="649" H="54" /><S Y="408" T="7" P="0,0,0.1,0.2,0,0,0,0" L="136" H="52" X="486" /><S Y="393" T="7" P="0,0,0.1,0.2,6,0,0,0" L="260" X="289" H="50" /><S Y="398" T="7" P="0,0,0.1,0.2,-14,0,0,0" L="170" H="50" X="88" /></S><D><DS Y="290" X="378" /><P Y="254" T="6" X="589" P="0,0" /><P Y="385" T="6" X="108" P="0,0" /><P Y="209" T="6" X="603" P="0,1" /><P Y="226" T="5" X="603" P="0,0" /><P Y="368" T="5" X="318" P="0,1" /><P Y="254" T="5" X="561" P="1,0" /><P Y="404" T="5" X="762" P="1,0" /></D><O /></Z></C>
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Post by Josephinie on Jul 26, 2012 5:45:01 GMT -5
4. Shaman Objects & Spawns Explained[/b][/color] 1. Balls These are circular objects with 0 friction, .9 restitution and about 8 mass. 2. TrampolinesTramps are powerful bouncing items, they are not commonly used in maps however. Trampolines have about 1.5 restitution and 0 friction on top but a small amount in the green base. 3. BalloonsThese colorful objects can lift up items, and mice if cast by the Shaman. Balloons can lift about 600 pounds each (2 balloons can lift 1 anvil). Balloons will pop if there are enough mice on them (ranging from 3-10 mice depending on how much pressure is put on it). 4.RunesAn item that pushes with the force of 120 mass. When connected to a dynamic ground or item with a yellow anchor, the rune will push the item in the direction it is connected to and the connected item will be able to move. If connected with a green anchor, the rune will have freedom to spin and the connected item will be able to move. If connected with a red anchor the rune will not be able to move anywhere but will be able to rotate itself. 5. Small Crates A small wooden box with some friction (height:28 width:28). Weight: 30 mass. 6. Large Crates A large wooden box with some friction (height:60 width:60). Weight: 160 mass. 7. AnvilsAnvils are the heaviest shaman item available. They have very little friction and have about 1000 mass. 8. Small PlankSmall planks can come in hand in map building, they certainly do for shamans. Small planks are 100px wide and 10px tall and contain about .3 friction. When ghosted these items can be very helpful in map creation. 9. Large PlankThese items are great for holding together dynamic grounds, when ghosted these items can be very helpful in map creation. Longer planks are about 200px wide, and 10px tall. 5. Gravity and Wind[/color][/b] Gravity and Wind are available under the 'Map Settings' part of your map editor. The more gravity your map has, the harder it is to jump (mice feel heavier). The less gravity your map has, the easier it is to jump around. (mice/items float more). If you add 0 gravity to your map then mice will only be able to go in the direction they are pushed, and if they jump (and are not blocked from the top) or are pushed down without being able to jump up then they will perish. The gravity and wind settings are extra (optional) settings that should only be used when thought is put into the map first. Randomly added or modifying either of these elements without basing your map around the physics probably won't get your map past public voting. There are many good types of anti-gravity and wind maps, these settings work well with shaman and racing. 6. Map Settings (Collision, Soulmate, Night Mode, Portals & Length)[/b][/color] In the map editor there are a few listed settings but by tweaking the XML outside of Transformice you can enable some other options (scrolling maps, night mode, hiding items in fullscreen outside the boundries). Hiding Everything Past the Game Borders: One of the newer updates for April 2012 is a setting that lets you hide everything past the game borders so that nobody has a full screen advantage. The code for this is below: <C><P Ca="" L="1600" F="1" /><Z><S><S Y="373" T="6" P="0,0,0.3,0.2,0,0,0,0" L="1600" X="800" H="53" /></S><D><T Y="347" X="801" /></D><O /></Z></C>Part 1. Collision Mode Explained:[/b][/i] Collision mode gives every mouse it's own mass and lets them jump on top of eachother. Collision can be a fun map mode because the winners are usually at random. A good collision map has some type of trap/collision advantage, you have to put thought into the design for it to be successful. You need to also make sure there is loads of space where the mice spawn, and lots of space throughout the map for there to be room for mice to run around and jump on top of each other. If you do not give there reason to be collision and space to play the map then you should expect your map to be deleted through the voting system quite fast. Examples of Good Collision Maps: @163833 by Ninguem | @142311 by Deityexe Part 2. Soulmate Mode Explained:[/b][/i] Soulmate maps are a special map type that gives you a partner when the map loads. A good soulmate map gives soulmates the advantage, the map should not be solo-able (completable by one person on their own). Soulmate maps can be difficult to make, if you decide to make one then you shouldn't feel discouraged to ask a moderator to play the map in a public room so you can test it properly. Note: At the top left of soulmate maps you will see a heart icon. Examples of Good Soulmate Maps: @141301 by Kenoriga | @382746 by Icemouce Part 3. Night Mode (How to Enable Night Mode):[/b][/i] This map mode was enabled in the map editor for a while up until 2011, most users don't know what to do with it and they rarely make it through voting. There are very few permanent nightmode maps and most people don't have patience enough to play them on a regular basis. Nightmode is created by adding N="" to the first <P section in the XML, you can do this outside of Transformice using notepad and other programs mentioned. <C><P N="" /><Z><S><S Y="230" T="0" P="0,0,0.3,0.2,0,0,0,0" L="130" X="400" H="20" /></S><D><DS Y="204" X="400" /></D><O /></Z></C>Examples of Good Night Mode Maps: @327447 by Temple | @330950 by Voidmoon Part 4. Portal Map Mode:[/b][/i] As of update 1.30 you can create portal modes which means that portals are given to the shamans if this map setting is enabled. Portal maps basically involve getting to map areas that are impossible to do or is much more difficult without portals. In this XML the cheese is in a boxed in area that absolutely requires portals to get to. <C><P P="" /><Z><S><S Y="235" T="12" P="0,0,0.3,0.2,90,0,0,0" L="100" o="163341" X="400" H="30" /><S Y="285" T="12" P="0,0,0,0.2,0,0,0,0" L="300" o="75deee" X="400" H="12" /><S Y="271" T="12" P="0,0,0.3,0.2,0,0,0,0" L="300" o="163341" X="400" H="30" /><S Y="100" T="12" P="0,0,0.3,0.2,0,0,0,0" L="300" o="163341" X="400" H="200" /><S Y="5" T="12" P="0,0,0.3,0.2,0,0,0,0" L="800" o="324650" X="400" H="10" /><S Y="213" T="12" P="0,0,0.3,0.2,90,0,0,0" L="100" o="163341" X="265" H="30" /><S Y="218" T="12" P="0,0,0.3,0.2,90,0,0,0" L="100" o="163341" X="535" H="30" /></S><D><DS Y="241" X="330" /><F Y="239" X="466" /><T Y="399" X="400" /></D><O /></Z></C>Part 5. Map Length (How to Create Scrolling Maps):[/i][/b] You can change the length of your map so that it scrolls horizontally. The maximum length is 1600px. The orange highlight in the code below is where the length is located, by default maps do not have a set length so you have to manually type L="1600" or "L=1000", if you type a number shorter than 800 then your map will be restricted and it will cause an annoying twitch. <C><P L="1600" F="0" /><Z><S><S Y="343" T="2" P="0,0,0,1.2,30,0,0,0" L="88" X="49" H="40" /><S Y="374" T="5" P="0,0,0.3,0.2,0,0,0,0" L="1600" H="71" X="800" /></S><D><DS Y="112" X="69" /></D><O /></Z></C>7a. Map Backgrounds (Scene Items in 7b)[/color][/b] By default your map will have a blue background, alternatively there are some backgrounds provided. New backgrounds are added every so often to celebrate a new season or holiday. The numbers below refer to their XML numbers. <C><P F="0" /><Z><S /><D /><O /></Z></C>F="0" - Daylight: Blue background with some clouds, sometimes makes it hard to see ice and lighter scene items. F="1" - Dawn: A pastel sunrise scene ranging from orange to violet hue. F="2" - Twilight: An orange and yellow map with a glaring sun. F="3" - Full Moon: A dark blue map with some clouds, a moon and stars. Not recommended for longer maps due to the moon flattening. F="4" - Halloween: A long background that displays fully with no map length edits, or with a map length of 1600. This background also slightly darkens grounds that are in the map. F="5" - Christmas: A seasonal/winter map with lots of snow, trees and mountains. F="7" - Storm clouds: A light gray/blue map with some cloudy weather. F="8" - Storm clouds 2: A stormy weather map with puffy clouds and a very dark sky. 7b. Scene Items and Decorations[/color][/b] Spawn Items[/b][/i] The spawn items (cheese, mouse, shaman and hole) are available here. You can only place 1 mouse spawn and 1 shaman spawn, you can have multiple cheese and holes. Spawn items count as map objects so you may only have up to 30 altogether. The minimum a map can have are 1 cheese spawn point and 1 hole. Scene Items[/i][/b] All of the scene items are located in this scroll box. Just click the item to select it, and click again somewhere on the map to place it. You can place a maximum 40 scene items, they will not count as map objects.Scene Item Options and Recoloring[/i][/b] To get the options for scene items you just use your selector and click the item. Not all items are recolorable, you can view the list below and see which items are recolorable (in pink). To recolor an item you just simply edit the HTML color code that is displayed. I personally recommend ColorPicker.com, you can also use these same color codes for your shaman. Background, Foreground and Reverse Settings[/b][/i] These settings can come in handy, the 'Reverse' option will let you flip any selected scene item horizontally so you can randomize placement (ie: placing many trees to create a forest). The 'Background' is the default placement for scene items, this means when you play the map the mice characters and grounds will display in front of them. If you want your scene items to display in front of mice or grounds then you just change it to 'Foreground'.
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Post by Josephinie on Jul 26, 2012 5:45:22 GMT -5
8. Invisible Ground Methods[/color][/b] Froi's Invalid Rotation[/i][/b] Froi's Invalid Rotation is an interesting glitch and very helpful glitch for intermediate and advanced map makers. This glitch lets you create invisible walls and blockades as well as make grounds that mice can walk through. Basically it works by having a rotation that the game doesn't recognize which is 36,000 degrees and above (then the ground gets stuck at -8 degrees). The ground's properties will still be at the accurate rotation but not the texture itself. This will effect all grounds except water because water cannot be rotated. Code 1 - Walk Through Grounds: In this code we have a simple ground (L: 60 H: 200) with a rotation of 36090. <C><P /><Z><S><S Y="220" T="0" P="0,0,0.3,0.2,36090,0,0,0" L="60" H="200" X="400" /></S><D><DS Y="100" X="400" /></D><O /></Z></C>Code 2 - Invisible Walls: In this code we have invisible walls created by a wood ground (L: 200 H: 20) with a rotation of 36090 <C><P /><Z><S><S Y="220" T="0" P="0,0,0.3,0.2,36090,0,0,0" L="200" X="400" H="20" /></S><D><DS Y="100" X="400" /></D><O /></Z></C>Greendyj's Invalid Ground Color Glitch This simple glitch creates an invisible ground that is not selectable in map editor so keep that in mind before using it on your map. Basically by editing the code in an external program like notepad/wordpad and making the color code invalid (adding more than 6 letters to the o="") you can make the entire ground disappear but still have your mice play on it. <C><P F="0" /><Z><S><S Y="255" T="12" P="0,0,0.3,0.2,0,0,0,0" L="400" o="ffffffff" X="400" H="100" /></S><D><T Y="155" X="400" /></D><O /></Z></C>9. Rype's Rotation Glitch[/b][/size] This rotation glitch may seem complex but it's actually really simple and easy to learn. Basically every dynamic ground loads at 0 degrees rotation somehow when a map first loads, this means that if you have anchors where the dynamic ground is located at 0 degrees then those anchors will attach to it. This code is like what is being displayed above. You start out with a regular ground, 20 in Length, 200 in Height. Without any rotation(standing tall) this is where your ground loads at , so if you attached any other grounds or items to it using anchors then they will stay after you rotate the dynamic ground 90 degrees (so it's flat). You'll notice the floating red anchor, it's holding the dynamic ground in place, that dynamic ground is holding the green anchor which has a ball attached to it, the ball spins as the dynamic ground it's attached to spins. <C><P /><Z><S><S Y="140" T="0" P="1,0,0.3,0.2,90,0,0,0" L="20" X="400" H="200" /></S><D><DS Y="110" X="400" /></D><O><O Y="240" P="0" X="400" C="6" /><O Y="240" P="0" X="400" C="14" /><O Y="200" P="0" X="400" C="11" /></O></Z></C>Check out this map in your tribe house, it uses Rype's glitch and has balls as well! Using B Anchors with Low Mass Grounds with Rype's Glitch:The Z value of the red nail is very important for this to work. Steps: 1)Create a long dynamic ground. Give it a low mass(example 10). 2)Anchor this block at the center with a red nail(put the lowest Z 3)value red-nail in this ground). Do not add fixed rotation to this 4)ground, else it will not work. 5)Put this ground somewhere away from the game area. Usually below chat or under it. 6)Add a static ground below it as support to the ground above(step 1). 7)Place a dynamic ground on top of the long ground. More than one ground can be attached in different Y positions. 8)Attach them with any anchor as you wish. Just make sure that the Z value of the anchors is higher than the Z value of that of the dynamic ground(step 1). 9)Rotate the ground in step 1 by 90 degrees (Rype's glitch).<C><P /><Z><S><S Y="215" T="0" P="1,0,9999,0.2,0,1,0,0" L="60" H="10" X="400" /><S Y="349" T="0" P="1,10,0.3,0.2,-90,0,0,0" L="10" H="280" X="400" /><S Y="360" T="8" P="0,0,0.3,0.2,0,0,0,0" L="30" X="400" H="12" /></S><D><DS Y="180" X="400" /></D><O><O Y="350" P="0" X="400" C="11" /><O Y="215" P="0" X="400" C="14" /></O></Z></C>10. Water Glitches [/color][/b] Water Vertical Treadmills:This glitch is easy to make, just make sure you create a negative mass ground (make it dynamic, edit the mass in the XML to say -1 using Notepad or Editpad Lite). <C><P /><Z><S><S Y="230" T="4" P="1,-1,20,0.2,0,0,0,0" L="30" H="150" X="400" /><S Y="230" T="9" P="0,0,,,,0,0,0" L="10" H="10" X="400" /><S Y="300" T="0" P="0,0,0.3,0.2,0,0,0,0" L="300" H="40" X="400" /></S><D><DS Y="265" X="300" /></D><O/></Z></C>After you create your negative mass ground you create a small water ground, it doesn't matter what size it is. Make sure that the water ground and negative mass ground share identical X and Y values, this is what makes the glitch work properly. The more friction your negative mass ground has the more force the vertical treadmill has. Experiment with the code provided above to make it more powerful or weaker (ex. Friction: 1 will make it noticeably slower). The top of the negative mass will have high restitution so remember to cover the top part, or else anything that touches it bounce off of it like lava. Touch the top of the chocolate ground in the XML to see for yourself. Tktkj's Water Rotation:[/i][/b] When water ground is placed next to an anchored down (super) heavy dynamic ground it begins to spin, you can control the speeds Thanks to Holomouse for providing the code for this: <C><P /><Z><S><S P="1,999999,0.3,0.2,0,0,0,0" L="200" H="10" X="400" Y="220" T="0" /><S P="0,0,,,,0,0,0" L="10" H="10" X="400" Y="220" T="9" /></S><D /><O><O X="405" P="0" C="11" Y="220" /></O></Z></C>Swaying Dynamic Ground: By modifying the code above (moving the water ground to the left five pixels), the ground begins swaying back and forth. <C><P /><Z><S><S P="1,999999,0.3,0.2,0,0,0,0" L="200" H="10" X="400" Y="220" T="0" /><S P="0,0,,,,0,0,0" L="10" H="10" X="395" Y="220" T="9" /></S><D /><O><O X="405" P="0" C="11" Y="220" /></O></Z></C>11. Negative Mass[/color][/b] Negative mass is simply explained as any dynamic ground with a negative (invalid) number of mass. To give a map negative map you'll need to edit the XML outside of the map editor on your computer. Negative Mass works well with other glitches, it can prevent and cause phasing. It can also allow you to attach other grounds to it with anchors, as well as shaman items (example: The top ground in this map is dynamic so shamans could actually attach planks to them if they wanted to). In this code a piece of dynamic ground with Invalid Friction will touch negative mass ground. Mice will now phase through any negative mass grounds on the map. <C><P /><Z><S><S Y="324" T="0" P="0,0,0.3,0.2,0,0,0,0" L="140" H="10" X="360" /><S Y="263" T="0" P="1,-1,0,0.2,0,0,0,0" L="140" H="10" X="360" /><S Y="249" T="0" P="1,0,R,0.2,0,1,4,0" L="10" H="10" X="309" /><S Y="293" T="0" P="0,0,0.3,0.2,0,0,0,0" L="50" H="72" X="450" /><S Y="293" T="0" P="0,0,0.3,0.2,0,0,0,0" L="50" X="274" H="72" /></S><D><DS Y="243" X="458" /></D><O><O Y="229" P="0" X="357" C="6" /></O></Z></C>In this bit of code the invalid friction is going to touch static ground, mice can safely walk on negative mass grounds without phasing. <C><P /><Z><S><S Y="328" T="0" P="1,-1,0.3,0.2,0,0,0,0" L="200" H="20" X="610" /><S Y="307" T="0" P="1,0,R,0,0,0,0,0" L="10" H="10" X="305" /><S Y="328" T="0" P="0,0,0.3,0.2,0,0,0,0" L="200" H="20" X="400" /></S><D><DS Y="301" X="612" /></D><O /></Z></C>12. Invalid Friction Setting[/b] Changing the friction on ground to something invalid such as "TEXT" or simply just "." has some interesting effects. When two dynamics touch and one is invalid, they both disappear to (0, 0). This includes anything either ground is attached to (even with the Rype glitch). <C><P /><Z><S><S Y="375" T="6" P="0,0,0.3,0.2,0,0,0,0" L="800" X="400" H="50" /><S Y="228" T="0" P="1,0,0.3,0.2,0,0,40,0" L="50" X="400" H="50" /><S Y="50" T="8" P="1,0,.,0.2,0,0,5,0" L="50" X="400" H="50" /></S><D><T Y="350" X="400" /></D><O /></Z></C>If one of these is not dynamic, mice will phase through all static grounds on the map. This can be prevented by changing them to negative mass grounds. <C><P /><Z><S><S Y="375" T="6" P="0,0,0.3,0.2,0,0,0,0" L="800" H="50" X="400" /><S Y="228" T="0" P="0,0,0.3,0.2,0,0,0,0" L="50" H="50" X="400" /><S Y="50" T="8" P="1,0,.,0.2,0,0,5,0" L="50" H="50" X="400" /></S><D><T Y="350" X="400" /></D><O /></Z></C>If a ground with a red anchor is touched by invalid friction, every red anchored ground will be teled to (0,0). Be careful with this because it makes maps difficult to shaman for most mice, which means they are rarely permed. An example of this is @258102 by Froi. Importantnote: any improperly made map where mice touch invalid friction and get teleported to (0,0) will be deleted by mods. 13. Teleportation[/b][/size] Teleportation Guide: Mice appear to teleport when they travel really fast. Jumping on a high restitution ground will shoot you above screen where 2 grounds will guide mice to the new location. These grounds have to form a 90 degree angle. Placement of these is mostly trial and error. You must always cover your high restitution grounds with cloud grounds, otherwise these maps can be crashed easily. Example of a Good Teleportation Map: @212576 by Ninguem <C><P /><Z><S><S Y="383" T="8" P="0,0,0.3,0.2,0,0,0,0" L="83" X="400" H="65" /><S Y="392" T="5" P="0,0,0.3,0.2,0,0,0,0" L="10" H="85" X="440" /><S Y="380" T="5" P="0,0,0.3,0.2,0,0,0,0" L="10" H="63" X="360" /><S Y="375" T="6" P="0,0,0.3,0.2,0,0,0,0" L="80" H="50" X="250" /><S Y="378" T="3" P="0,0,0,9999,0,0,0,0" L="80" H="50" X="400" /><S Y="377" T="6" P="0,0,0.3,0,0,0,0,0" L="80" X="550" H="50" /><S Y="61" T="0" P="0,0,0,0,-20,0,0,0" L="100" H="10" X="400" /><S Y="80" T="0" P="0,0,0,0,70,0,0,0" L="100" X="609" H="10" /></S><D><T Y="352" X="250" /></D><O /></Z></C>14. Treadmill Grounds & Invalid Restitution[/color][/b] Treadmill Grounds:[/i][/b] To create a treadmill you have to slam an Invalid Restitution (IR) ground against another. This can also be done vertically. The strength of the treadmill is determined by how hard they slam together and the friction of the ground. The Z value of the treadmill ground has to be lower than the one it bounces off. <C><P /><Z><S><S Y="396" T="1" P="0,0,0,0.2,0,0,0,0" L="272" H="10" X="330" /><S Y="375" T="0" P="0,0,0.4,.,0,0,0,0" L="10" X="461" H="50" /><S Y="371" T="0" P="1,99999,9,.,0,1,0,0" L="262" X="308" H="40" /><S Y="375" T="0" P="0,0,0.3,0.2,0,0,0,0" L="50" H="50" X="545" /><S Y="249" T="0" P="1,999999,2,.,0,1,0,0" L="100" H="220" X="719" /><S Y="127" T="0" P="0,0,0.3,.,0,0,0,0" L="100" X="719" H="20" /><S Y="259" T="0" P="0,0,0,0,0,0,0,0" L="10" H="284" X="774" /><S Y="390" T="3" P="0,0,0,20,0,0,0,0" L="100" H="20" X="719" /><S Y="325" T="8" P="1,99999,0,24,45,0,0,0" L="16" X="172" H="16" /></S><D><DS Y="336" X="220" /></D><O /></Z></C>Examples of Good Treadmill Maps: @229161 by Nyoibou Invalid Restitution:[/i][/b] Invalid Restitution, like Invalid Friction, is just a restitution value that the game does not recognize causing glitching to occur. IR (invalid restitution) can be used for ground phasing and magnet grounds. The grounds phasing through must have a lower Z value than the IR ground. Phasing Through Grounds (Using Invalid Resitution): Here is the XML to show phasing using IR. <C><P /><Z><S><S Y="217" T="0" H="10" P="0,0,0.3,0.2,0,0,0,0" L="10" X="357" /><S Y="210" T="0" H="24" P="0,0,0.3,0.2,0,0,0,0" L="24" X="341" /><S Y="217" T="0" H="10" P="0,0,0.3,0.2,0,0,0,0" L="10" X="443" /><S Y="210" T="0" H="24" P="0,0,0.3,0.2,0,0,0,0" L="24" X="459" /><S Y="204" T="0" H="10" P="1,999999,0.3,....,0,1,0,0" L="94" X="400" /><S Y="390" T="0" H="60" P="0,0,0.3,0.2,0,0,0,0" L="120" X="400" /></S><D><DS Y="105" X="400" /></D><O /></Z></C>15. Anchor Glitches and InformationNo-B Red Anchor Glitch:By contacting a ground with Invalid Friction with a red anchored ground you can turn the map into Hardmode (no-B). This isn't very useful anymore considering users now get to decide if they want to play a map on hardmode or not, however, it can be helpful in contraptions and mechanisms still. The code below is simply showing you the No-B glitch on the left side, and some B anchored dynamic grounds that disappear once the No-B is activated. Try placing a B-plank, or place a B plank on a shaman item and it will disappear to 0,0. <C><P /><Z><S><S Y="172" T="0" H="10" P="1,0,IF,0.2,0,0,0,0" L="10" X="-30" /><S Y="185" T="0" H="10" P="1,0,0.3,0.2,0,0,0,0" L="10" X="-30" /><S Y="182" T="0" H="40" P="1,0,0.3,0.2,0,1,30,0" L="100" X="500" /><S Y="182" T="0" H="40" P="1,0,0.3,0.2,0,1,30,0" L="100" X="300" /><S Y="182" T="0" H="40" P="0,0,0.3,0.2,0,0,0,0" L="100" X="400" /></S><D><F Y="149" X="398" /><DS Y="146" X="400" /></D><O><O Y="185" P="0" X="-30" C="11" /><O Y="182" P="0" X="500" C="11" /><O Y="182" P="0" X="300" C="11" /></O></Z></C>Glitch Credit: Original No-B glitch discovered by Affliction. (Peace & Love) Using B-Anchors to Make Items Vanish When Touched:Using slower No-B coding, just by adding some Linear Damping you can change the way the glitch reacts to dynamic grounds. Notice in this code the glitch activation on the left is much slower than it was previously and that the B anchored grounds now are visible until you touch them. <C><P /><Z><S><S Y="154" T="0" H="10" P="1,0,IF,0.2,0,0,16,0" L="10" X="-30" /><S Y="185" T="0" H="10" P="1,0,0.3,0.2,0,0,0,0" L="10" X="-30" /><S Y="182" T="0" H="40" P="1,0,0.3,0.2,0,1,30,0" L="100" X="400" /></S><D><F Y="149" X="398" /><DS Y="146" X="400" /></D><O><O Y="185" P="0" X="-30" C="11" /><O Y="182" P="0" X="401" C="11" /></O></Z></C>Holomouse's Alternative (Non-B Anchor) Solution to Make Items Vanish When Touched:Using Rype's glitch, N anchors, invalid friction and negative mass you can create another solution to make grounds disappear while still letting the shaman use his B anchors (this code is more controlled, it doesn't use glitched anchors but instead attaches anchors to glitched grounds). <C><P /><Z><S><S Y="405" T="0" P="0,0,0.3,0.2,0,0,0,0" L="800" H="60" X="400" /><S Y="345" T="0" P="1,0,0.3,0.2,0,1,30,0" L="50" H="50" X="340" N="" /><S Y="445" T="0" P="1,0,....,0.2,0,1,15,0" L="10" H="10" X="275" /><S Y="285" T="0" P="1,0,0.3,0.2,0,1,30,0" L="50" X="400" H="50" N="" /><S Y="345" T="0" P="1,0,0.3,0.2,0,1,30,0" L="50" H="50" X="460" N="" /><S Y="500" T="0" P="1,0,....,0.2,0,1,10,0" L="10" X="170" H="10" /><S Y="470" T="0" P="1,0,....,0.2,0,1,10,0" L="10" H="10" X="610" /><S Y="470" T="0" P="1,-1,0.3,0.2,-90,1,30,0" L="10" H="380" X="400" /><S Y="500" T="0" P="1,-1,0.3,0.2,-90,1,30,0" L="10" X="460" H="320" /><S Y="530" T="0" P="1,-1,0.3,0.2,-90,1,30,0" L="10" X="340" H="380" /><S Y="345" T="0" P="1,-1,0.3,0.2,0,1,30,0" L="50" X="400" H="50" /></S><D><T Y="375" X="110" /></D><O><O Y="345" P="0" X="340" C="14" /><O Y="285" P="0" X="400" C="14" /><O Y="345" P="0" X="460" C="14" /></O></Z></C>C-Anchor Glitching to Create Movement:When you connect 3 dynamic, fixed rotation grounds with a yellow anchor you will notice that the grounds will glide and fly. This code basically shows you a simple example of what happens, it's a strange glitch that's hard to put into words as it doesn't make complete sense. This can be used in maps for gameplay as well as mechanisms. <C><P /><Z><S><S Y="269" T="0" P="1,999999,0.3,0.2,0,1,9999,0" L="140" X="400" H="30" N="" /><S Y="270" T="0" P="1,0,0.3,0.2,0,1,,0" L="22" X="400" H="22" /><S Y="271" T="0" P="1,0,0.3,0.2,0,1,,0" L="22" H="22" X="400" /></S><D><DS Y="235" X="407" /></D><O><O Y="270" P="0" X="400" C="22" /></O></Z></C>This code includes a version that is rotated 90 degrees, it initially loads by going left but when it is touched it will go whichever direction it is touched (just move the mouse spawn to the right of it to see). <C><P /><Z><S><S Y="270" T="0" P="1,999999,0.3,0.2,0,1,9999,0" L="32" X="400" H="130" N="" /><S Y="270" T="0" P="1,0,0.3,0.2,0,1,,0" L="22" X="400" H="22" /><S Y="270" T="0" P="1,0,0.3,0.2,0,1,,0" L="22" H="22" X="400" /><S Y="348" T="0" P="0,0,0.1,0.2,0,0,0,0" L="700" X="401" H="26" /></S><D><DS Y="316" X="535" /></D><O><O Y="270" P="0" X="400" C="22" /></O></Z></C>Leetmoon's C-Anchor Elevator Glitch:This neat glitch has a elevating platform that only uses 1 anchor. It starts automatically and begins to swiftly move up and down, in the code provided you can see it lifting a ground. <C><P /><Z><S><S Y="408" T="0" P="0,0,0.3,0.2,0,0,0,0" L="140" H="64" X="400" /><S Y="184" T="8" P="0,0,0,0.2,0,0,0,0" L="14" H="60" X="359" /><S Y="184" T="8" P="0,0,0,0,0,0,0,0" L="14" X="442" H="60" /><S Y="330" T="0" P="1,999999,0.3,0.2,0,1,9999,0" L="130" H="24" X="400" /><S Y="330" T="0" P="1,0,0.3,0.2,0,1,,0" L="25" H="24" X="400" /><S Y="330" T="0" P="1,0,0.3,0.2,0,1,,0" L="24" X="400" H="24" /><S Y="168" T="0" P="0,0,0.3,0.2,0,0,0,0" L="140" H="26" X="515" /><S Y="168" T="0" P="0,0,0.3,0.2,0,0,0,0" L="140" X="285" H="26" /><S Y="174" T="0" P="1,999,1,0.2,0,1,0,0" L="68" X="401" H="70" /></S><D><T Y="254" X="400" /><DS Y="141" X="502" /></D><O><O Y="330" P="0" X="400" C="22" /></O></Z></C>How to Hide Anchors:You can hide your anchors on grounds using the 'foreground' option. To achieve this, you need two dynamic grounds anchored together, like so. The ground with the LOWER Z value should be set to FOREGROUND. The ground with the HIGHER Z value should be set to BACKGROUND. The anchors always show on top of the ground with the higher Z value than the one to which it's anchored. But when the ground with the lower Z value is set to foreground, it sets itself in front of the other ground. The anchor appears on top of the ground with the higher Z value, but the foreground with lower Z value shows on top of the anchor. Example Map: Code for TribeHouse - @585040 16. Bad Maps and Crash Maps[/b] Bad Maps & Crash Maps Maps get deleted for various reasons, typically the bad maps get down voted through public voting after it receives the 100 votes. Moderators will delete a map if it has disturbing content, fowl language, causes crashing or is offensive in any manner. Reporting bad maps is one of the most helpful things you can do for your transformice community. Should you find yourself crashing from a user map please try to remember their username and then share it in the thread so a moderator can find it and help you. 17. Who Are The Map Crew?[/b] The map crew is a team of players whose job is to give feedback to the players about their maps and submit them for the various Permanent categories. They also have access to a special sub-forum for discussing and voting upon the maps to be added to the Permanent categories. You can whisper cfmbot ingame to get a list of online mapcrew members. Code: /c cfmbot mapcrew 18. Getting Your Maps Protected & Understanding the P SystemThe Map Rotation (in regular rooms):[/b][/color] The map rotation and protection system has 12 map slots in it, some categories play more than once. The Rotation Cycle: Vanilla / Normal or Protected (P0/P1) / Art map (P5) / Misc map (P9) / Art map (P5) / Vanilla / Mechanism map (P6) / No-shaman map (P7) / Cooperation map (P8) / Vanilla / Normal or Protected (P0/P1) / Shaman map (P4) / Mechanism map (P6) / Main Map Categories:[/i] Normal - Dice icon represents the randomness since it's not categorized. These are maps which are currently in the rotation and can be voted on. Protected - These are maps which are in the rotation but cannot be voted upon. Any maps without basic flaws can be added to this category. Bootcamp - These maps do not play in normal rooms. They only play in rooms with the word bootcamp in them. Shaman Maps - The higher quality shaman maps in the game are in this category. These maps cannot be completed by the mice without the shamans help. Art Maps - The very best of the art maps are put into this category. Despite being about art the maps are expected to have 'more than just walljump' gameplay. Trap/Mice Coop/Mechanism - These maps usually use more glitching and have a mechanism that does something interesting and doesn't just look pretty. Often misunderstood as containing only mechanism maps. No Shaman Maps - Commonly perceived as racing. This is NOT a racing category. Maps which do not require a shaman are included here. This can include soulmate/some mechanism maps etc. Maps added to this category automatically have the shaman removed. Co-Op Sham Maps - All maps in this category play with two shamans. They are usually longer maps which are tough to complete alone. Misc Maps(Hard/Good Maps) - Includes maps which do not fit into exactly one category. Like hard racing maps where many mice will require a shaman. Also includes vanilla maps/soulmate maps/collision maps. Other Categories:[/b][/color] Tribe House - These maps are not played in the rotation of any normal room. They can be played in the tribehouse by players and can be set as the home room if needed. Deleted Maps - These maps are not played in the rotation. They are maps deleted by the voting system. Mods can also delete maps if they are crashable/have offscreen gameplay/ground, decoration spam etc. How do I get my map added to one of the P# Categories? To get your map added to a category contact a map crew member who will review it and tell you if he/she thinks the map is worth a thread. He can then create a thread in the private map crew forum and map crew members will vote upon it. If selected, your map will be added to the category. For protection(P1), the map crew do not need to make a thread and can just submit them to mods. You can feel free to contact us about maps you feel should not be P1-P9 as well. 29. Sharing Your Maps & Using the CFM Map Database[/color] Sharing your maps is easier than ever with Cheese.ForMice.com's Map Database. This database has all the P categories with their maps. You can sort by author, status and most recently updated. If you create an account (you can also use your Transformice log in details) you can sort your maps and hide your maps from public as well as make XML public so you can easily let a friend copy the XML for your map. Sharing Individual Maps: To easily share a map you can just click the @code on the CFM Database underneath the thumbnail. After you click the @code you will be taken to the individual page, you can copy this url and paste it in the forums or to friends in-game. If you want to take screenshots of your map it is suggested that you take the screenshot of the map LIVE in map editor or your tribe house, there are screenshots (swf previews) on CFM but they are not savable images. 1. How to take screenshots on a PC | How to take screenshots on a Mac 2. Upload Your Screenshots At Tinypic.com ( Use the IMG Code for Forums )[~Moderation] Sticked and Merged last two posts.
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