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map_making:map_making_tutorial [2020/07/31 06:25] Quaternions [How to test and submit your map] |
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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//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 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== |