Posts: 6
Threads: 5
Joined: Sep 2010
13 Jan 12, 11:49PM
(This post was last modified: 16 Jan 12, 10:43PM by FARTBOMB.)
Can someone pleaaaaaaaaaaaaaaaaaase clarify the "map quality requirements" so that aspiring map makers such as myself can bring some creativity back into the game?
And how do you make sure the map isn't too big?
Posts: 2,841
Threads: 44
Joined: Jun 2010
It is stickied right in this same category, mate.
http://forum.cubers.net/thread-1388.html
Posts: 103
Threads: 5
Joined: Jun 2010
Posts: 1,162
Threads: 19
Joined: Jun 2010
14 Jan 12, 01:03AM
(This post was last modified: 14 Jan 12, 01:03AM by OpenSource.)
Posts: 756
Threads: 53
Joined: Nov 2011
*sigh* I'm down for requirements but there needs to be in-game explanation/toggle to eliminate all this drama and confusion.
Posts: 1,331
Threads: 44
Joined: Jun 2010
You could spam the mapping docs over and over, each time someone used a editing command or the editing menu, and it wouldn't matter. People see what they want to see and ignore what they want to ignore. Hence the maps with >9000 tree mapmodels even though a giant warning pops up everytime you add one via the in-game editing menu.
Posts: 1,718
Threads: 169
Joined: Jun 2010
(14 Jan 12, 10:04AM)Bukz Wrote: ...Hence the maps with >9000 tree mapmodels even though a giant warning pops up...
VEGETA!? What does the map restrictions say about his tree level? ITS OVER 9000!
Just read the thread that |BC|Wolf posted and you should be alright.