1. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

Top Of Map Properties

Discussion in 'Suggestions & Ideas' started by Duplolas, Feb 4, 2014.

?

Do you think altering these properties would be a good idea?

  1. Yes, to allowing players and object move freely

    66.7%
  2. Yes, to allowing only players move freely

    22.2%
  3. No, keep it as is

    11.1%
Mods: Rainbows
  1. Duplolas

    Duplolas So Sad

    Messages:
    917
    Right now when you climb up to the top of the map and stand on top of a block that is built the highest up it can be placed, you glitch out, teleporting/hoping around a bit. It isn't controllable and is a major pain for builders building tall walls as it can easily cause you to fall off to your death.

    :blank::blank::teabag: Representation as to what happens when you are standing on blocks at top of map
    :castle_wall::castle_wall::castle_wall::castle_wall::castle_wall:

    I know this is due to the height limit of maps restricting movement, but I think this should be altered a bit.

    What I would like to see is the block limit of each map remain the same, but for all maps, add an additional 2-3 blocks in extra height, a kind of "ghost layer" where players and other objects can exist without spazzing out, but nothing can be built there. No backwall, no ladders, no nothing, only objects and players can exist.

    I hate to make the comparison to Minecraft, but in that game if you build straight up, you eventually can no longer build, but can still walk around without teleporting and falling to your death.

    This allows builders to build straight up without having to worry about falling off before their tower is built and losing all of their resources. Same goes with knights and archers just trying to walk across the surface.

    This also might fix the black block problem that occurs every so often where a block is created at the highest point, but when the structure collapses, it remains, allowing for archers to use their grapple onto it.
     
  2. Skinney

    Skinney THD Team THD Team Forum Moderator Tester

    Messages:
    468
    I have already fixed this issue with my mod Balance, it adds noBuild sectors to all maps at the left, top and right edges. These areas help to quell buggy player interaction with building and collapsing structures at the edges of maps.
     
    Duplolas likes this.
  3. Duplolas

    Duplolas So Sad

    Messages:
    917
    That is a good start, but the teleporting/hopping occurs across the entire map at the highest building point. If you could extend it across the entire map at the highest level, it would keep it from occuring completely.
     
  4. Skinney

    Skinney THD Team THD Team Forum Moderator Tester

    Messages:
    468
    The ceiling no build sector already spans the entire map, the left and right no build sectors span from map floor to map ceiling.
     
  5. Duplolas

    Duplolas So Sad

    Messages:
    917
    Yes, there is a no build sector there, but when you build as high up as you can go and then try to stand on it, you glitch out. That is the problem I am referring to.
     
  6. Galen

    Galen Haxor Staff Alumni Donator

    Messages:
    1,262
    There's a reason for having map borders, why have them if you want to exceed them?

    Also if you'd be able to go even further than the map would allow you'd be able to build space bridges (not like we haven't ever seen that before) which is just bad.
     
  7. Skinney

    Skinney THD Team THD Team Forum Moderator Tester

    Messages:
    468
    I think you're misinterpreting something I said previously, the no build sectors are large enough to account for the glitchy interaction you're speaking of. Here is a .gif of of the no build areas in action.
    [​IMG]
     
    Last edited: Feb 5, 2014
    zerd, Aeroblitzer, Piano and 5 others like this.
  8. Duplolas

    Duplolas So Sad

    Messages:
    917
    I understand now, that you for the .gif. Seems to work perfect and way better than the current system.

    Very well done.

    Mentioning @Geti to see what he thinks.
     
    Humblar_Tabulu likes this.
  9. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    @Skinney feel free to package that up into a simple rules script and ping it to me next time I'm in the testing channel. Won't be this week but it looks like a nice change.
     
    Aeroblitzer and Duplolas like this.
Mods: Rainbows