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map_making:map_making_tutorial [2020/08/01 02:48]
vmsize
map_making:map_making_tutorial [2021/02/23 18:25] (current)
fiveman1 typo
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 ===== 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 "Save to Roblox". Make sure it is uncopylocked.+First, upload your map model to Roblox. Do this by right clicking the model and selecting "Save to Roblox". Make sure it is uncopylocked.
  
 Next, you will have to join the [[http://discord.gg/Fw8E75X|Roblox Bhop/Surf discord]]. Once you have joined, go to either the #maptest-bhop channel or the #maptest-surf channel. Then type !take link/ID where link/ID is a link to the model or the asset ID for the model. Next, you will have to join the [[http://discord.gg/Fw8E75X|Roblox Bhop/Surf discord]]. Once you have joined, go to either the #maptest-bhop channel or the #maptest-surf channel. Then type !take link/ID where link/ID is a link to the model or the asset ID for the model.
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 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. 
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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.
   * ''ForceTrigger#''   * ''ForceTrigger#''
-    * Same as above but will send you backwards.+    * Same as above but can send you backwards.
   * ''Teleport#''   * ''Teleport#''
-    * 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.
   * ''ForceTeleport#''   * ''ForceTeleport#''
     * 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#'' and ''WormholeOut#''   * ''WormholeIn#'' and ''WormholeOut#''
-    * WormholeIn# will send you to the corresponding WormHoleOut#. The transition is seamless. The parts must have the same dimensions (size). Use teleports for non-seamless transitions.+    * WormholeIn# will send you to the corresponding WormHoleOut#. The transition is seamless, it's very useful for making impossible geometriesIn the most common use case the parts have the exact same size, but coordinates are mapped linearly from the surface of one to the other if they are different sizes. Use teleports for non-seamless transitions.
   * ''Accelerator''   * ''Accelerator''
     * Accelerates players in a given direction/acceleration at a constant rate. Adjust the Velocity property of this part to adjust where/how much the accelerator should accelerate the player inside of it. Should always be CanCollide false.     * Accelerates players in a given direction/acceleration at a constant rate. Adjust the Velocity property of this part to adjust where/how much the accelerator should accelerate the player inside of it. Should always be CanCollide false.
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