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dangerous wrong tiles

Posted: Mon Jun 27, 2016 11:43 am
by Im 'corneum
If you put the switch layer to 0 and add freeze/unfreeze/deepfreeze... they are shown just as normal gamelayer-tiles BUT they dont work
here are a bunch of screenshots to which might make things more clear:
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screenshot_2016-06-27_11-32-59.png
screenshot_2016-06-27_11-32-59.png (72.12 KiB) Viewed 2069 times
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screenshot_2016-06-27_11-31-56.png (574.76 KiB) Viewed 2069 times
screenshot_2016-06-27_11-31-49.png
screenshot_2016-06-27_11-31-49.png (548.26 KiB) Viewed 2069 times
screenshot_2016-06-27_11-31-42.png
screenshot_2016-06-27_11-31-42.png (553.74 KiB) Viewed 2069 times
screenshot_2016-06-27_11-31-25.png
screenshot_2016-06-27_11-31-25.png (439.25 KiB) Viewed 2069 times
this brings pros and cons with it.

Pro(s): -a mapper can make a part which looks crazy faily but turns out to be a troll


Cons: -does something bad and "fix" a map by replacing real freezes with switch freezes and go through a part
-a mapper can do this right from the start


i already told this a admin some weeks ago but nothing happened so far. it might seem stupid to make this official but i think when everyone knows about it, everyone can look at "fixed" maps to see it they were manipualted like that

[mod=Index]Moved topic and removed the player reference.
I think we should forgive him by now and try to forget .__.[/mod]

Re: dangerous wrong tiles

Posted: Mon Jun 27, 2016 8:05 pm
by RayB.
Im 'corneum wrote:everyone can look at "fixed" maps to see if they were manipualted like that
Since only Index and trustworthy people fix maps this shouldn't be a problem.
Im 'corneum wrote:-a mapper can do this right from the start

Imho I don't think that anyone would manipualte his own map but this is also not a problem because their is something like a testing phase.

Re: dangerous wrong tiles

Posted: Mon Jun 27, 2016 9:14 pm
by timakro
As RayB. pointed out intentionally destroying maps using this is not possible, i hope there is nobody with those bad intentions. Please don't use this to "troll" people, will be rejected by the testers anyways! Turn the "Unused" button at the top of the editor off to avoid placing unused tiles by accident.

Re: dangerous wrong tiles

Posted: Tue Jun 28, 2016 6:43 pm
by Index
I totally agree with timakro and RayB., this particular usage should not really be a problem.
While testing complete new maps, you can easily spot this with show/dont show switch-layer. With fixing maps, we already changed the rules to certain people fixing. This might be too cautious and I know that it's kinda unfair :/ (wrote that in many recent threads there), but it will stay like that.
So, nothing to worry right now.

However, thanks for reporting Im 'corneum.
We should maybe indeed mark the tiles with a '0' then or just 'na'. Is there a specific reason, why there is no shown number? :o

Re: dangerous wrong tiles

Posted: Tue Jun 28, 2016 6:58 pm
by Soreu
Switches with number 0 are just buggy in general from what I remember