1. It looks like the dark unbuildable areas around the border of the map are not symmetric: the bottom and the right dark areas are one tile wider than the top and left respectively. I workaround this by placing a row and a column of cliff tiles and adjusting the symmetry accordingly:
These tiles aren't visible in-game anyway, but make the map fair. I don't really want this fixed, because quite a few of my maps already include this workaround, so i just want to make this notice here (:
2. On desert maps, on the top and left sides of the map, one row and one column is wrongly filled with yellow tiles, even though the map appears to be fine in FlaME. This is something really strange, and it isn't even fixed with the new terrain renderer.
P.S. The pictures are of this map, but probably artifact shows them a little better.
Off-by-one problems with maps
Re: Off-by-one problems with maps
Water tiles on the edges of maps are replaced with the first tile in that tileset. You don't notice it on the bottom and right edges since the game chops 1 tile off of each of them.
#332 and #743 covered this problem.
If you really want to make the maps fair then I suggest looking into setting scroll limits for your maps, since then, you can choose the edge of your map.
#332 and #743 covered this problem.
If you really want to make the maps fair then I suggest looking into setting scroll limits for your maps, since then, you can choose the edge of your map.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Off-by-one problems with maps
Hmm. Yeah, it's fixed in the trunk master, and i didn't notice it. So i still wonder why it isn't fixed in 3.0. Ok, thanks! (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
- lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: Off-by-one problems with maps
it is actually 4 tiles. and it isnt to make it fair. if you place resource wells anywhere in that 4 tile boundry - uints will be unable to get to them.
Re: Off-by-one problems with maps
That's not the point Lav, and I'm pretty sure it's 3 tiles. Though, another difference between 2.3 and 3.0 is that in 3.0 it seems that even more tiles are being eaten around the edge.lav_coyote25 wrote:it is actually 4 tiles. and it isnt to make it fair. if you place resource wells anywhere in that 4 tile boundry - uints will be unable to get to them.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."

