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Between 2024-12-18 00:00 and 2024-12-19 00:00
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good? (edited)
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thats a cool tune to use for drag parts
02:35
the part is structured kinda awkwardly tho
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louis
the part is structured kinda awkwardly tho
I just execute the idea, it's not supposed to be organized haha, I'll do several parts and then put them together
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u can remove the switch and upper tele while still keeping general movement the same (edited)
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louis
u can remove the switch and upper tele while still keeping general movement the same (edited)
But then you have to take the train and go to the side and then take the ht, right?
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louis
u can remove the switch and upper tele while still keeping general movement the same (edited)
02:43
try this way once u decipher my drawing
02:43
red = unhookable
02:44
then make this portion normal unhookable instead of hookthru
02:44
should work similar to what u first had
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louis
then make this portion normal unhookable instead of hookthru
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ye, does it work?
02:51
u dont need the hookable
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louis
ye, does it work?
02:58
I liked it, it was dynamic
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someone wanna help me in the design of my map, im too noob for that and have 0 imagination :C
GG 3
EE 3
II 3
f4 3
banhammer 3
linuxicon2048x2048sy06t4un 3
heartw 3
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tortilla
someone wanna help me in the design of my map, im too noob for that and have 0 imagination :C
depends on what vibes youre going for
05:20
id do it if it were an artstyle i can do
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Cammodude
depends on what vibes youre going for
ye i just want post it
05:52
xd
05:53
do whatever u want
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Cammodude
did you set y or x to 0
tried everything
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Cammodude
did you set y or x to 0
what should i do now?
12:27
nvm, works perfectly.
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how to change map background?
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tortilla
someone wanna help me in the design of my map, im too noob for that and have 0 imagination :C
the design almost always starts at the base level of entities
17:32
if you structure your map in very straight 4x4 rectangles of unhook, it will be hard to make a great original design if that's what you're trying to go for
17:33
there's nothing wrong with doing a really solid generic design as long as the colors look nice though
17:33
if you look at some of the coolest designed maps, the entity style always complements the design vibe
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Nixus🔥
Click to see attachment 🖼️
this part - not bad movement, but endless hook is somewhat unneeded, u can add hookthru at the very bottom left and force rehook maybe once or twice and it would be cool too
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tortilla
someone wanna help me in the design of my map, im too noob for that and have 0 imagination :C
25kbs of just a 4 layers justatest
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Can someone tell me how to change map background?
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zhn
25kbs of just a 4 layers justatest
xd
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louis
the design almost always starts at the base level of entities
:C
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Archxzl
Can someone tell me how to change map background?
catseyenebulous 2024-12-18 19:07
Right click on the four corners of the quad.
❤️ 1
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catseyenebulous
Right click on the four corners of the quad.
thanks
happy 1
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Cosmic Xenor {Yannik} 2024-12-18 19:37

Can anyone explain to me:

what happens if the whole random in automapping is > 100 %? is that possible? i know here its always RANDOM 40 so each is 1/40 = 0.025 = 2.5 %
(edited)
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Cosmic Xenor {Yannik} 2024-12-18 19:47
and what is INDEX -1 / NOTINDEX -1? (edited)
19:47
i think the empty tile is INDEX 0
19:47
🤔
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Cosmic Xenor {Yannik}

Can anyone explain to me:

what happens if the whole random in automapping is > 100 %? is that possible? i know here its always RANDOM 40 so each is 1/40 = 0.025 = 2.5 %
(edited)
for the first question: yes: see every "random" as a new dice roll for a selected tile with either 1 or 0, if it's 1, it'll get placed, if it's 0, it's not if i remember my testing correctly, this means if the first 2 get 0, and the third gets 1, it gets placed. if the fourth rolls a 1, it's not getting overwritten. for the second question: INDEX and NOTINDEX is used to determine the exact tile at the given position, for example: POS 0 1 INDEX 2 will only place if the tile below the position is INDEX 2 (edited)
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@Cosmic Xenor {Yannik}
There is one more special index -1, which represents a tile outside of the map boundaries.
from https://github.com/Aerll/rpp/wiki/Tutorial-3-(Indices)
(edited)
Language for generating DDNet's automapper rules. Contribute to Aerll/rpp development by creating an account on GitHub.
20:48
i assume its refering to the same thing
20:48
and as for the randomness
20:48
its really weird cuz just using the same numbers doesnt result in even distribution of tiles
20:49
Important thing to note, is that you can give any amount of values to Chance and they don't necessarily need to add up to 100. In case they exceed 100, they will be normalized. Also if you give it less values than the tiles, it will keep rolling back to the beginning of the list
https://github.com/Aerll/rpp/wiki/Tutorial-4.1-(Rules) i assume it works the same way in normal rules
(edited)
Language for generating DDNet's automapper rules. Contribute to Aerll/rpp development by creating an account on GitHub.
20:50
i couldnt find any other place where its explained
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meloƞ
for the first question: yes: see every "random" as a new dice roll for a selected tile with either 1 or 0, if it's 1, it'll get placed, if it's 0, it's not if i remember my testing correctly, this means if the first 2 get 0, and the third gets 1, it gets placed. if the fourth rolls a 1, it's not getting overwritten. for the second question: INDEX and NOTINDEX is used to determine the exact tile at the given position, for example: POS 0 1 INDEX 2 will only place if the tile below the position is INDEX 2 (edited)
Cosmic Xenor {Yannik} 2024-12-18 20:50
yes, i meant especially the -1
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using rpp i did this Insert(g:mask); Insert(util:All(hook1, hook2, hook3)).If( IndexAt([0, 0]).Is(g:mask) ).Roll(); and output was each tile having different randomness values
20:52
something like this if you are interested
20:52
not sure how easy it would be to replicate this sort of randomness by hand tho
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Cosmic Xenor {Yannik}
yes, i meant especially the -1
it's POS X Y INDEX NUMBER so POS 0 -1 INDEX 10 places index 10 if the tile above(Y axis) the position is FULL, and doesn't when it's EMPTY (edited)
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meloƞ
it's POS X Y INDEX NUMBER so POS 0 -1 INDEX 10 places index 10 if the tile above(Y axis) the position is FULL, and doesn't when it's EMPTY (edited)
Cosmic Xenor {Yannik} 2024-12-18 21:33
No 🙄 INDEX -1
21:33
Not the X Y
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AAAH - well yeah, what souly said.
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why are you both screaming at each other in some nerdy words
KEKW 1
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Can someone explain to me how to keep changing images all the time like the map Kog Hub? I didn't get it
22:46
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just open this map in editor and see how its done
23:41
basically its just N images on the same spot with alpha channel -> 0 on every N seconds (edited)
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