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map_making:map_making_tutorial [2020/09/01 18:57]
Quaternions [Full map part list]
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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     * 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 most often 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.+    * 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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