Just in case anyone forgot... GLITCHES!

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Postby Rhekatou » 2009.06.03 (04:08)

Okay:
Here are some glitches I found in an old thread about 2 years ago, and noone has recompiled them:


I have a few 25 corrections and additions:

1) With overlapping locked doors, you only need to get the switch of the door that was put on first, not last. Also, if you get any other switch after getting the first, the door will reclose. Closing the door in this way can propel N in the same way trapdoors can.

2) The "laser goes through tile" glitch is the exact same thing as the "rocket sees through walls" glitch. Both of them are based on the smallest side of the three tile. See http://numa.notdot.net/map/113688 for an example of this with lasers.

3) Drones and thwumps will not move if their direction is set to NaN (with drones, the same thing happens if their pathfinding algo is set to NaN). NaNed thwumps will look like they are facing downwards, but will only zap you if you touch their right side. NaNed seeker drones will move if you start within their field of view. If you are in their field of view when they reach a wall, they will continue to move. If not (and you set their algo, not their direction, to NaN), they will stop moving. See http://numa.notdot.net/map/103577 for an example of this.

4) Drones slow down only when they are within a certain distance of the right side of the map. I believe the cutoff is slightly over halfway across.

5) Tower loops- N can be accelerated to high speeds (around one tile per frame) and then easily go through tiles, being propelled on as he comes out. See "Tower Loop" in the original userlevels for an example.

6) It is possible to stand on a one-way panel that is entirely in a wall if you are holding an arrow key towards that wall. (GForce20's collection of one-way bugs only covers how to go through them, not stuff like this.)

7) If a thwump is placed correctly to make it back up but is not facing into a tile, it will start going forward when you approach it from behind. See http://numa.notdot.net/map/109486 for a demonstration.

8) If a gauss or rocket turret is placed with a c-snap so that it is just barely touching an 8-tile, it will not fire unless N is in a specific portion of its field of view. See the exit switch area of http://numa.notdot.net/map/113020 for an example.

9) If a trapdoor switch is placed on top of a mine, it will be hidden by that mine in-game. This means that you can place a trapdoor in the way to block you from hitting the mine. See http://numa.notdot.net/map/113380 for an example (hold left at the start).

10) If N is standing on a 5a tile, he will not be seen by seeker drones or (most) thwumps. This occurs for the same reason that drones cannot pass through seemingly very wide passages- as long as there is some sort of tile in a section, they cannot enter it.

11) A gauss turret placed outside the border of the map can shoot anywhere within the map, through any number of tiles. If it is placed a long distance away, it will take a long time to fire, but when it does, it will kill N. A gauss turret with either coordinate of NaN will take a few seconds to fire, but will kill N. If it is placed in a tile, it can shoot out of that tile and the tiles surrounding it, but not through any other tiles.

12) Floorguards placed in midair will not move right (much), but, if they see N to their left, they will move infinitely to the left, through tiles and the edge of the map.

13) If two thwumps back up into each other with N in between, they can push N into and through a locked door nearby. See http://numa.notdot.net/map/105003 for an example.

14) A launchpad placed 1/2 snap under or above a locked door can propel N directly through the door at much greater speed than the launchpad alone could provide. See http://numa.notdot.net/map/8071 for an example of both simultaneously.

15) A launchpad placed on the ground will not always* propel N if its power has been manually decreased.
*If N walks over it, it won't, but if he lands on it, it will.

16) If N is just barely touching an exit, he cannot be killed by rockets (in Ned only). For an example, load |5^540,564!11^540,588,540,564!10^540,540 in Ned.

17) Gold delay can be used on thwumps. It is most frequently used in DDAs to launch N, but if enough gold is on a thwump, N can go right through it. See http://numa.notdot.net/map/105003 for an example.

18) Locked door + door- if a normal door is placed on top of a locked door, it will let N through after he opens the locked door with the normal door open, let enemies go and see through, but become a wall to everything when N opens the normal door again. For an example, see http://numa.notdot.net/map/81669.

19) In addition to pushing you between 5 tiles, thwumps can push you backwards through all launchpads, all bounceblocks, right- and up-facing one-way pads, down-facing one-ways if you jump, and sometimes left-facing one-ways (this is, however, not as reliable as the others).

20) It is possible to get a switch within a wall or behind a door if you are moving fast enough toward it when you hit the wall/door. If the switch opens the door in the way, that door will have no effect on your motion. For an example, see http://numa.notdot.net/map/98869 (watch GForce's demo).

21) Well-placed launchpads can propel N through tiles. See http://numa.notdot.net/map/97982 for some examples.

22) An unedited launchpad facing into a large stack of bounceblocks can act as a teleporter. See http://numa.notdot.net/map/97982 for an example.

23) Drones cannot leave the walls unless they are going into a completely empty tile. See http://numa.notdot.net/map/97982 for an example of what can be done with this.

24) A laser drone's laser does not change once it begins firing, even if the door it was firing at opens or a trapdoor closes in the way.

25) It is possible to stand on a normal door if it is vertical, N lands on it from above, and N does not have much speed. Also, if N starts the level exactly above a normal door, he will balance on it until you decide to move.


Those are the majority of additional glitches I could think of. Just about all of the others are related to NaNed doors, which I may cover in a separate thread.
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Postby 29403 » 2009.06.03 (15:32)

You should credit the person who compiled this first.

Nice glitches.
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Postby Rhekatou » 2009.06.04 (00:09)

29403 wrote:You should credit the person who compiled this first.
Still trying to find the thread again.
I think it was deleted.

It wasn't deleted - the layout changed/new ones were added.


This is possibly this. I am unsure though.
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