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Discuss N mapping theory, N maps, and other aspects of map-making.

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Postby lfaber » 2012.04.22 (02:37)

It seems that every day, I encounter new bugs and glitches; not anything problematic, but something that can be interesting to use for a map. I hope that this is a thread where you can share some bugs and ask about bugs that you see. I'll share one that I've found: putting a homing rocket inside a filled tile, at the very edge, but not showing, can make the rocket fire and immediately crash, very fast, making the "sparks" created by its crash visible. If you want to see what I mean, check out my map: Warning: Primary Core Overload. Alternately, I have a question to everyone to spark this thread: I've seen, in several maps, a laser drone that doesn't move, without the locked-doors-around it trick, just the drone. How do you do that?
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Postby zoasBE » 2012.04.22 (09:08)

NaN'd Drones:

It's just what you say about that laser. His name is NaN'd Drone and and this is for all drones, not only for lasers.
Just add 'NaN' after the last number of the code of the object (drone) and the drone will not move more. This is actually an object with NaN (error or broken) happens when you not click outside the box and loads the map data, but you can use it in this way. Many maps on NUMA have this.

Also, there is much information here, manifestos, threads and things about mapmaking, and all its bugs and glitchs, just take your time and dive through the forums and old forums.
Good luck man!
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Postby Paradox » 2012.04.22 (14:28)

zoasBE wrote:Just add 'NaN' after the last number of the code
Or you could replace one of the numbers with a number higher than it can allow, i usually do this by changing the 1st number after the coordinates to a 6, 6^###,###,6,#,#,#
I wrote this http://pastebin.com/raw.php?i=j9kWWzxF
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Postby lfaber » 2012.09.24 (04:00)

people need to post more bugs.
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Postby lord_day » 2012.09.24 (09:23)

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Nah, I'm just kidding. Check out this map with a really cool laser glitch. Basically, if you get the angles right, the lasers shoot through tiles!
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Postby BluePretzel » 2012.09.24 (13:25)

I made a compilation map of oneway glitches once.
Uhh...

..here: http://www.nmaps.net/195156
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~By me

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~By UniverseZero

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~By Slick265

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Original sig! God this thing's old.

Also: I'm known as BluePretzel on nmaps, and BlueKraken just about everywhere else.

4 Mappacks, 1 comic:
<CLICK>

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Ncapitated- comic by BluePretzel

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Postby Ors » 2012.09.29 (09:05)

I think the funniest bugs are "one way door tricking" bugs. And... I found a glitch what makes AGD without objects possible. (player and goal still needed)

One way door tricking maps:



DDA bug map:
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Postby lfaber » 2012.10.11 (20:10)

lord_day wrote:Image

Nah, I'm just kidding. Check out this map with a really cool laser glitch. Basically, if you get the angles right, the lasers shoot through tiles!
Nice, but the topic is "bugs", not "bug". So your joke failed.
Also, cool map.
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Postby BluePretzel » 2012.10.24 (08:06)

Two bugs: one is the NaN'd trap door 'kill tile' glitch. Using bugged trap doors, you can turn a solid block into a block that you can pass straight through... sorta. Once you fall too deep into it, you are effectively 'crushed'. I mean, c'mon, you're inside the tile at that point.
Done in this map. Fall onto the bottom floor to see what I mean.

EDIT: so, zoas wanted me to go into more detail about the first glitch, so here goes...
First off, here's the data of a normal trap door: 9^372,156,0,1,10,6,0,-1,0!
When a trap door is NaN'd (which I do manually), it looks like this: 9^372,156,NaN,1,10,6,0,-1,0!
These bugged doors change their adjacent tiles in a lot of different ways. The ones I use in maps are positioned to the left of the tile they are placed on. The rules this type of NaN'd trap follows is that it removes the solid barrier of the tiles south-west and north of the tile the door is placed on.
Experiment a bit with this map data, and see yourself how the NaN'd trap doors interact with the tiles around them. All of the traps in this data are NaN'd. The top row are all positioned to the left of their tile, the middle row show two traps positioned on the left and right of their tile, in that order, and the bottom row shows how a trap placed in a solid block (the 2 tile) works. Try activating the switches, too. It just gets weirder -_-



Looking at that map, you may have seen some of my comments about another bug, which is my second point. It seems that some of the enemy AI have next to no idea of what to do when one of their attacks hits one of these glitched tiles. Gauss turrets fire a 'fake' laser in what I think is the direction of where it last successfully shot. The graphic is not real, and mechanically, it still works as normal. If you get caught in its crosshair, its shot will hit, and the graphic will be correct.
Laser drones work similarly, only their 'fake' laser isn't fake. Touch it and you die. Probably the funniest to watch, as it can aimlessly charge and fire its weapon at a spot many tiles from the player's position.
Lastly, the chaingun, which is probably the most confusing. Honestly, I have no idea how this guy works when shooting at the bugged tile. The drone appears to shoot in a straight line, though I think it is still firing correctly; only the graphic is messed up. On that note, if you move out of the range of a glitched tile whilst being fired at, the drone will wake the hell up and fire the remainder of the shot at you. Can be quite startling actually.

Oh right; I also know that moving drones will casually enter these tiles if they stand in their path. This can cause all sorts of trouble if they enter the map borders, especially if it's a laser drone.

Here's a 'test map' for the other drones, and a demo.



spoiler

~By me

Image
~By UniverseZero

Image
~By Slick265

Image
Original sig! God this thing's old.

Also: I'm known as BluePretzel on nmaps, and BlueKraken just about everywhere else.

4 Mappacks, 1 comic:
<CLICK>

Image

Image

Image

Image

Ncapitated- comic by BluePretzel

<transcendence!>

Image



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