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Ixith's WIP Maps Thread, Imma Turning this here thread into my personal WIP thread! |
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Jul 8 2007, 08:15 PM
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Cyborg Reaper

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I haft been hiding maps from all of you! XD Like the title says this thread will be used to show 2 of my current WIPs in which the public or at least the majority of the public has yet to see. I have only a few pics and their minimaps so far to show you all. And here they are Map1: Name: Undecided on map name as of now... Players: ....this ones a 2 player... Theatre: Temperate mostly grassy with only small areas of sand (with a decent urban enviroment) Requires FS: No Trigger: not very extensive Pics:   lighting on this map will be very similar to lighting on Alcedonia Terra --------------------------------------------------------------------------------------------- Map2: Name: Lake Isteln Players: 4 Theatre: Temperate lake side with some urban and mostly green Requires FS: No Triggers: Not completely decided though there will be 1-3 trains and a few other things Pics:   I have yet to add lighting to this map if you could'nt tell.... ---------------------------------------------------------------------------------------- I am also currently messing around with this other thing i found out about and it may or may not be used in these maps...it all depends.......... (*note* these have been shown before when showing off my fugly voxel so its the map parts that is important not the fugly voxel*)
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Jul 8 2007, 08:20 PM
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Artillery

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Wow ixith, you really have been busy havent you?  But the first map looks excellent and the second for some reason.. Looks a bit similar with the water.. But still.. both maps are good  keep up the great work!! EDIT: i like the citys on the second map
This post has been edited by Warlord: Jul 8 2007, 08:23 PM
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 Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Jul 13 2007, 04:42 PM
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Ghost Stalker

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I like the useage of roads, the cities, and everything else looks good, not much to judge off though.
Good luck!
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Perfection can never be achieved; it's merely approachable.
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Jul 28 2007, 08:12 PM
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Cyborg Reaper

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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Jul 28 2007, 08:53 PM
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Artillery

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Wow ixith! I love the lighting  but there's something about that village on the second screenie that i don't like but i'm not sure what..  Anyway ixith great so far
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 Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Sep 2 2007, 06:20 PM
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Cyborg Reaper

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So, after awhile of no updates I shall give you one.........I'm officially making this thread a WIP thread for me. All my WIPs up until this point that I feel like showing are going to appear. The ones shown from earlier posts and now this one are -Deadly Crevice Remake (the 2 player map above) bet you didn't see that coming. Yep thats right its map #1 of my first 8 to get redone/touched up. FS Necare should be the next one to be close to show off. -Lake Istelv -Tiberian Sanctuary -and the SP map....sorry I don't have a name for it yet  updates: Lake Istelv: updated minimap!  As you can see development is getting there. The left side is almost done and the main areas are pretty much set. Just need to finish a few spots in layout and then some detailing and it will be ready for triggering. Triggers on it won't be anything too much. Will Include: -2 trains -maybe a few vehicles on the road -and maybe something special Tiberian Sanctuary: Updated Minimap!  and the old one to compare  The first minimap is the newest just taken yesterday. The other one is the last one i posted in Tiberian Santuary's WIP topic. As you can see much has been done. My current task is to equal out the player start positions and then detail them. (I have been focusing on the left side so far.) Then I will begin on the tedious trigger work which will possibly include the following: -Ion storm(s) -Meteors -Tib Creature spawnings -something special? both maps MAY recieve AI triggers.....it depends on how bored I get of them when I get to that part.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Sep 4 2007, 09:43 AM
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Rocket Infantry

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I came. PLZ MAEK MOAR. I need new material to fap to.
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I am the one they call Wiziwig. Bow before my mad cliffie spotting skills.
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Sep 4 2007, 05:19 PM
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Rocket Infantry

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Love the 1st map...but what are the veichles you have in it?
Cheers, Biohazard
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Comming soon: Command and Conquer - Biohazard
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Sep 5 2007, 03:13 AM
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Cyborg Reaper

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QUOTE (Biohazard @ Sep 4 2007, 01:19 PM)  Love the 1st map...but what are the veichles you have in it?
Cheers, Biohazard I am presuming you mean the very first 2 ingames on this thread. If so then that vehicle is one I was making and it was to be a Nod Tracked Cargo. but since i pretty much fail at voxels (provided thats only my 4th attempt) i kinda stopped / changed my mind about the shape. anyways thanks for all the positive comments guys. Keep watching this thread as the updates slowly come in. Its hard to get in a mapping mood when the little time I have is like the weekends. Good school, soccer, and band is not a good combination if you like your 'you' time.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Sep 6 2007, 07:00 PM
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Ghost Stalker

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Same here, I'm going to confirmation camp this weekend and I also have lots of things to do in school, bit more than last year. I also got this lego project in school where I compete.. Read about it here.. I competed last year, it's freaking awesome imo.
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Perfection can never be achieved; it's merely approachable.
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Sep 9 2007, 05:20 PM
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Cyborg Reaper

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well its the weekend and i have an update! Lake Istelv update: Minimap:  As you can see its almost finished with layout and details. (excluding trees for right now) ingame pics:    so there you have the Lake Istelv update. If I get regular work on this in the next 2 weeks then it should be finished after 2 weeks. But I am not going to promise that. Now its time to add another map to the list of the ones in here. This map was originally going to be for Harv's Infected Earth mod but since that kinda just stopped I plan on finishing and releasing this map. Tiberian Ring: Players: 2-4 Theater: Temperate mutated This is probably my most symmetrical like map and I don't like it all that much to be honest. Players will be LOADED with money. There is mostly only Green tib however there are spots near each player which has blue tib however there will be no spawner in there and the only other place for the blue tib will be in the center where it will spawn back. The Blue tib will be worth more on the map. (and may receive a color change...maybe) Triggers will consist of: -Simple meteors in a few spots -Tib Creature spawning in center where the veins are -Maybe an ion storm.....maybe.... Minimap:
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Sep 12 2007, 07:56 PM
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Artillery

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looks good Ixith.  Your citys look awesome imo.
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 Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Sep 12 2007, 08:27 PM
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Ghost Stalker

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I think you used a bit too much parking spots in that city though. Else I like it a lot. Gotta love Lake Istelv's layout.
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Perfection can never be achieved; it's merely approachable.
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Sep 12 2007, 09:51 PM
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Cyborg Reaper

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QUOTE (CrashKing @ Sep 12 2007, 04:27 PM)  I think you used a bit too much parking spots in that city though. Else I like it a lot. Gotta love Lake Istelv's layout. I actually kinda agree with you on some of the city areas. Especially that 2nd pic on my last post. It seems to open with parking and not enough buildings. I will probably change that and better fit stuff in later on when I have more time. again thanks guys. Lake Istelv is one of my favorite maps so far to...although there are several things that disappoint me but is kinda too late to fix and even if I tried I would have to change a LOT of the map to change the one thing I really wanted done. @ TB's comment about making versions for TS:RO...........maybe...lol some of these maps I don't like enough to include. Plus I like to make maps that are just for a mod for TS:RO in other words the maps could only be found within TS:RO. The only maps that make it otherwise would be the best of the best. (which would so far include AlT, AeT, YI, andLI. Names are abbreviated but used the Acronym thing to get their full names in
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Sep 13 2007, 12:10 PM
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Stealth Tank

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Ixith, Your maps are too dam good!, I am going to have to take note of you...
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Oct 28 2007, 06:18 PM
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Cyborg Reaper

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Just to let ya know these aren't dead yet.  I just haven't been all that motivated to work on them all that much. Though I can tell you that as soon as I find a nice Lake like lighting for Lake Istelv it will be released. (And no blue crap I'm quite tired of the blue overall lighting...plus it doesn't seem to fit the lake atmosphere of this map... I think some kinda sunny orange is needed.) As for Lake Istelv: -Day/night loop works though maybe a little rough...also concerning this I'm actually gonna make it turn to FULL night time for once....in the past I was afraid to do this because people would complain its too dark but if you think about it when its night time in non-urban areas it gets PITCH black just about. So thats almost how its going to be at night time away from the city and village areas.  -Moving Vehicles added though I may add more -Something is up with one of the trains not sure what yet...it is probably just a stupid error though which once found can be fixed in a second. -The layout of the map allows you to manipulate the AI quite well if you know what to do.  anyways I will try to get more into this and finish it up soon.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Oct 29 2007, 07:40 PM
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Cyborg Reaper

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hmmm thats a good point and idea there LKO. I think I shall use that in future maps if I don't change it in Lake Istelv. Also though keep in mind those are all for the most part finalsun pics of Lake Istelv therefore some of the light posts you are seeing could very well be the invisible ones along with the Alpha light posts. but yea thanks for the idea LKO.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Nov 8 2007, 07:31 PM
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Cyborg Reaper

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double post but for good reason. I have been tinkering around with Lake Istelv lately and trying to get a good lighting on it that I like and think is a good Lake lighting. Once that is done then it will be released. However there will be a Special Edition version however it will be RO only more than likely and it will have some cool stuff in it. Anyways on to a more attention grabbing thing...I have got motivation to start on a small snow map with a fairly cool layout. Yea i know small map again  but this is simply an effort to try and get myself inspired on a larger map. Its more practice with a certain feature that isn't used much. You will see eventually what I am talking about. Anyways here is a finalsun pic and the minimap so far for it.   for some reason i REALLY like the look of this village.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Nov 23 2007, 03:32 AM
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Cyborg Reaper

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well some slight edits....on two of the maps. Lake Istelv will no longer feature trains. Reasons being that A ) they didn't do much for the map anyways as they were isolated to small portions of the map. B ) They refused to work properly as I think they were too close to the map's edge. (although I continued to move the tracks further and further away with no success) Tiberian Ring had a slight change concerning the center of the map. Instead of there being 3 VHMs there is only 1 now however I added some more blue tiberium to that area along with having a total of 8 blue tib trees there now. Expect some releases soon....very soon.  I promise this time.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Dec 17 2007, 03:09 AM
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Cyborg Reaper

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Shown in this thread are these maps... -Lake Istelv-Tiberian Sanctuary -Deadly Crevice Remake -An Unnamed SP map -Tiberian Ringthe 2 with strike throughs are finished. Tiberian Ring once 1 edit is finished it will be ready for release...just when I feel like editing it is the question lol. Tiberian Sanctuary still is in need of detailing and trigger works Deadly Crevice Remake is in need of the tunnel to actually work 100% The Unnamed SP map needs its tunnels to work and a few more triggers and other stuff... But now I show yet another map. Another SP actually. It's only a small teaser pic. As of right now the name of this map is Rats in the City (honestly don't know why I chose that but hey it kinda fits it) I currently only have 2 nights of work on this map and its already about 80% finished I'd say. As for the pic yes I know the text trigger needs edited as it sounds weird.  That destroyed town will have smoke coming from some of the buildings and craters later on to BTW. Oh and I took 1 shot at the lighting and I think I nailed it for the most part. 
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Dec 17 2007, 06:39 AM
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Ghost Stalker

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I can probably help you with a tunnel if you're not able to make it work, I've done it before and I was able to make a tunnel that worked 100%.
What text trigger? Can't see one.
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Perfection can never be achieved; it's merely approachable.
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Dec 17 2007, 11:53 AM
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Cyborg Reaper

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QUOTE (CrashKing @ Dec 17 2007, 01:39 AM)  What text trigger? Can't see one. LOL I completely forgot that I cropped the top part of the pic out that had the text trigger XD so forget that part LOL. And the problem with the Deadly Crevice remake tunnel is that it is curved and I had it working once before but it only worked going one way even though I added the tunnel for it to go both ways. And then once it only worked for the AI which seemed a little weird. Now the tunnels for the Unnamed SP map just screw up every once in awhile and make infantry get stuck in them and then vehicles get stuck behind the infantry and it just turns into a big mess. Now I would normally now how to make that stop but seeing as that is one of the tutorials that wasn't transferred from Tumsun to here well....yea. The only tunnel tutorial at PPM is the one about making it curve...which doesn't really help with the infantry getting stuck problem. lol I know it has something to do with going into the map via wordpad though.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Dec 17 2007, 03:38 PM
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Cyborg Commando

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QUOTE Now the tunnels for the Unnamed SP map just screw up every once in awhile and make infantry get stuck in them and then vehicles get stuck behind the infantry and it just turns into a big mess. Now I would normally now how to make that stop but seeing as that is one of the tutorials that wasn't transferred from Tumsun to here well....yea. The only tunnel tutorial at PPM is the one about making it curve...which doesn't really help with the infantry getting stuck problem. lol I know it has something to do with going into the map via wordpad though.  I Know for a FACT! That there is a tutuorial on how to fix this somewhere, apart from, TumSun... I Just can't for the life of me figure out where.
This post has been edited by Aro: Dec 17 2007, 03:39 PM
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Dec 17 2007, 04:18 PM
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Mapping God

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here
Tutorial By: dEw_MaN
There is a long standing error in Final Sun editor with tunnels. Read on to find out how to fix that annoying error.
First: apply your tubes one set of three tube applied only not two sets. This means you trace the tunnel tubes one time for each connection. This will make a total of three connections between to tunnels.
Second: open your map in notepad. Find the tube section. Turn off word wrap so the section look some thing like this.
[Tubes] 0=79,100,0,79,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,-1=79,83,4,79,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,- 2=80,100,0,80,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,- 3=80,83,4,80,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,- 4=81,100,0,81,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,- 5=81,83,4,81,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-
NOTE: I removed the (-1) so this can fit the page. So do not remove all of the (-1) or you may have problems.
In this sample if you look at the first two strings like this. This makes one tube. Each string is a one-way passage throw the tunnels. One for one direction and one for the return direction.
0=79,100,0,79,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,-1=79,83,4,79,100,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-
Now we will look at the part that is giving you the problem
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,-1,- 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-
This part is it. If you cont the (0) then cont the (4) you will see that the (0) are sort by one (0). To correct this change the next (-1) to a (0) (or the number in your strange) final sun all ways make this mistake.
What you are looking at represents the direction numbers (represents by the numbers themselves) and the number of tile movements (represents by how many numbers shown in the string.) this part of the strings should look some thing like this after you fix it. You can see that the amount of numbers match.
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,-1,-1,- 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,-1,-1,-
Then you will need to repeat this for the next two sets of tubes.
NOTE: Do not use these string as a replacement, these are just samples. Do not cut the strings apart like this. This was only to make it easier to see the problem.
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How do u expect to defeat me when your merely a mortal, and I am Forever! 
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