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map_making:map_making_tutorial [2020/07/31 02:56] fiveman1 |
map_making:map_making_tutorial [2021/02/23 18:25] (current) fiveman1 typo |
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- | =====Map Making Tutorial/ | + | ======Map Making Tutorial/ |
- | ==== Introduction ==== | + | ===== Introduction |
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You will have to test the maps using [[https:// | You will have to test the maps using [[https:// | ||
- | ---- | + | ===== The basics |
- | + | ||
- | ==== The basics ==== | + | |
To start, you will need: | To start, you will need: | ||
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To add a trigger, or a part that resets you when you touch it, name a part '' | To add a trigger, or a part that resets you when you touch it, name a part '' | ||
- | ---- | + | ==== Note about Spawns and Triggers |
- | + | ||
- | === Note about Spawns and Triggers === | + | |
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Finally, Triggers will not send you backwards. If your current spawn is '' | Finally, Triggers will not send you backwards. If your current spawn is '' | ||
- | ---- | + | ===== Platforms and Surfs ===== |
- | + | ||
- | ==== Platforms and Surfs ==== | + | |
Next for a Bhop map, you can start by adding '' | Next for a Bhop map, you can start by adding '' | ||
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If you want to create a teleport between two sections, you can do so using the '' | If you want to create a teleport between two sections, you can do so using the '' | ||
- | ---- | ||
- | ==== How to test and submit your map ==== | + | ===== How to test and submit your map ===== |
- | First, upload your map model to Roblox. Do this by right clicking the model and selection | + | First, upload your map model to Roblox. Do this by right clicking the model and selecting |
Next, you will have to join the [[http:// | Next, you will have to join the [[http:// | ||
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The bot will tell you when it has taken the map. If it could not take it read the error it tells you and fix what you did wrong. Once accepted, go to either [[https:// | The bot will tell you when it has taken the map. If it could not take it read the error it tells you and fix what you did wrong. Once accepted, go to either [[https:// | ||
- | Once in-game, in chat, type ''/ | + | Once in-game, in chat, type ''/ |
Finally, you can ''/ | Finally, you can ''/ | ||
- | //Note: The model cannot update while you are inside maptest. If you want to test a new version you will have to make a new model and give it to the bot or create a new server using the ''/ | + | //Note: The model cannot update while you are inside maptest. If you want to test a new version you will have to make a new model and give it to the bot or create a new server using the ''/ |
- | ---- | + | ===== Lighting / Why does my map look different in maptest? |
- | + | ||
- | ==== Lighting / Why does my map look different in maptest? ==== | + | |
Read the [[map making: | Read the [[map making: | ||
- | ---- | + | ===== Making a booster |
- | + | ||
- | ==== Making a booster ==== | + | |
Boosters do not have special names. To make a booster you simply change the Velocity property of a normal part or a '' | Boosters do not have special names. To make a booster you simply change the Velocity property of a normal part or a '' | ||
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By using a script it is easy to store and come back to the value without having to worry if you reset it accidentally. | By using a script it is easy to store and come back to the value without having to worry if you reset it accidentally. | ||
- | //Example script (put the script inside the part you want to turn into a booster): | + | <code Lua> |
- | script.Parent.Velocity = Vector3.new(0, | + | -- Example script (put the script inside the part you want to turn into a booster): |
+ | script.Parent.Velocity = Vector3.new(0, | ||
+ | </ | ||
Finally, if you want to make a vertical booster with a specific height, you can do so with a simple physics equation. The height variable is in studs (so the example will boost the player 30 studs high). | Finally, if you want to make a vertical booster with a specific height, you can do so with a simple physics equation. The height variable is in studs (so the example will boost the player 30 studs high). | ||
The gravity variable should be set to 100 for bhop and 50 for surf, because the gravity is different between the two games. | The gravity variable should be set to 100 for bhop and 50 for surf, because the gravity is different between the two games. | ||
- | | + | <code Lua> |
- | local gravity = 100 | + | local height = 30 |
- | script.Parent.Velocity = Vector3.new(0, | + | local gravity = 100 |
+ | script.Parent.Velocity = Vector3.new(0, | ||
+ | </ | ||
- | ---- | + | ===== Caveats and things to keep in mind ===== |
- | + | ||
- | ==== Caveats and things to keep in mind ==== | + | |
Unions and meshes do not have normal collision. In bhop/surf they will simply have a box for collision. It is the same box you see in Studio when you select a union/mesh and highlight it. | Unions and meshes do not have normal collision. In bhop/surf they will simply have a box for collision. It is the same box you see in Studio when you select a union/mesh and highlight it. | ||
- | To work around this you can create your own collision manually by making individual parts and making them invisible, and making the original union/mesh CanCollide false.. | + | To work around this you can create your own collision manually by making individual parts and making them invisible, and making the original union/mesh CanCollide false. |
Avoid having surfaces on the same level as another and directly adjacent to eachother. This greatly increased the chances of a player accidentally edge boosting on the part and losing lots of their speed. | Avoid having surfaces on the same level as another and directly adjacent to eachother. This greatly increased the chances of a player accidentally edge boosting on the part and losing lots of their speed. | ||
If you need to have this, it is recommended to make the parts CanCollide false, and creating a single invisible part that outlines the parts inside. This is common practice for certain platform designs. | If you need to have this, it is recommended to make the parts CanCollide false, and creating a single invisible part that outlines the parts inside. This is common practice for certain platform designs. | ||
- | ---- | ||
- | ==== Full map part list ==== | + | ===== Full map part list ===== |
* '' | * '' | ||
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* '' | * '' | ||
* Parts you Spawn on. You will spawn in the center of the top face. | * Parts you Spawn on. You will spawn in the center of the top face. | ||
+ | * '' | ||
+ | * Touching a '' | ||
* '' | * '' | ||
* Parts that reset you. The # corresponds to the Spawn they are meant to send you to. | * Parts that reset you. The # corresponds to the Spawn they are meant to send you to. | ||
* '' | * '' | ||
- | * Same as above but will send you backwards. | + | * Same as above but can send you backwards. |
* '' | * '' | ||
- | * Parts that teleport you forwards to a new Spawn. The # corresponds to the given Spawn. | + | * Parts that teleport you forwards to a new Spawn. The # corresponds to the given Spawn. Unlike Triggers these will not reset you to the start with autorestart enabled. |
* '' | * '' | ||
* Same as above but can send you backwards. | * Same as above but can send you backwards. | ||
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* The # is the amount of times you are allowed to jump on the part. Jumping on it consecutively more times than the # will reset you. | * The # is the amount of times you are allowed to jump on the part. Jumping on it consecutively more times than the # will reset you. | ||
* '' | * '' | ||
- | * WormholeIn# will send you to the corresponding WormHoleOut# | + | * WormholeIn# will send you to the corresponding WormHoleOut# |
* '' | * '' | ||
* Accelerates players in a given direction/ | * Accelerates players in a given direction/ | ||
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* When inside you can swim and has custom swimming physics. Adjust the Velocity property to give it a current. Adjust the CustomPhysicalProperties Density and Friction to adjust the fluid density and drag coefficient respectively (these are 1.0 and 0.1 by default). Should always be CanCollide false. | * When inside you can swim and has custom swimming physics. Adjust the Velocity property to give it a current. Adjust the CustomPhysicalProperties Density and Friction to adjust the fluid density and drag coefficient respectively (these are 1.0 and 0.1 by default). Should always be CanCollide false. | ||
- | ---- | + | =====Resources===== |
- | + | ||
- | ====Resources==== | + | |
==Map Kits== | ==Map Kits== |