How To Properly add maps with Cave editor!

Jun 10, 2013 at 4:05 AM
The TideWalker
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Ok, I finally found a way to contribute to this forum.





~HOW TO ADD MAPS (properly) WITH CAVE EDITOR!~







Hit Add Map







[quote by Noxid]



Never, ever use the add map button for cave Editor



[/quote by Noxid]



Sure, but we found a way around this, just look. . .







Anyways, add a map, punch in the data.



p169719-0-1753951370832946.png




like so. . .





p169719-1-1753951370833003.png




. . .and add you goodies to it.



Hit Save.



Close Cave editor.



Go under the the data folder > stage>



At the top there is a file called 0.pxa



p169719-2-1753951370833479.png




make a copy and rename it to the map name (in this case TEST MAP.pxa)



Make a <TRA to the map and Presto!



p169719-3-1753951370833997.png




Your done.



#Note:



If you get a black background use boosters lab to change the background to fix this bug.

(and save changes to the executable)



#Note2:



It's better to use the "Copy Map" button over Add map because you keep all the basic script and are much less likely to run into the background error. (you still have to make the .pxa file though)


 
Jun 10, 2013 at 4:19 AM
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Generally, people just use the copy map button and change the copy to match their new map. That's the way most modders do it, and it usually works fine. Personally, I don't see much of a point to this thread.
 
Jun 10, 2013 at 4:37 AM
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I use the pretty much functional Booster's Lab... or copy the map just like Hayden said.

I don't see the point of this either... except maybe for people just starting out.
 
Jun 10, 2013 at 12:38 PM
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EnlightenedOne said:
except maybe for people just starting out.
Like me. Thanks, Bombchu Link!
 
Jun 10, 2013 at 12:45 PM
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Until you get that one bug where your mapdata becomes corrupted and you can't get the background to appear ingame..
which doesn't exist in BL.

I said don't use it for a reason :/
you don't even want to know HOW many times I've had to explain that to people / fix it before making up that rule.
 
Jun 10, 2013 at 12:51 PM
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Hey, I didn't say I was actually going to USE that button. I just said 'thanks' because I didn't know that. The game's long enough with 94 maps.
 
Jun 10, 2013 at 1:07 PM
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To be honest I'm not even sure what this workaround achieves because it's not like CE can't "make" those files itself, and if you're renaming map 0 then shouldn't it be a blank void when you load it..?
 
Jun 10, 2013 at 2:43 PM
The TideWalker
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Noxid said:
Until you get that one bug where your mapdata becomes corrupted and you can't get the background to appear ingame..
which doesn't exist in BL.

I said don't use it for a reason :/
you don't even want to know HOW many times I've had to explain that to people / fix it before making up that rule.
Yeah, I had to use BL to fix the background error. (point and case)

I would use BL more often but I SWEAR that is corrupts my .tsc files and DESTROYS MY SCRIPT! other then that it's prefect for entitys, multiple maps and such.

anyways, added some note's to the bottom.
 
Jun 10, 2013 at 2:50 PM
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Bombchu Link said:
I would use BL more often but I SWEAR that is corrupts my .tsc files and DESTROYS MY SCRIPT! other then that it's prefect for entitys, multiple maps and such.
How? I've never had it do this, and you know if you tell me about it in the development thread I can probably fix it :hoppy:
 
Jun 11, 2013 at 9:17 PM
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But WHY would you need to add so many maps? I don't want to play a mod so long, or that it takes so many maps, that mapdata becomes corrupted.
 
Jun 11, 2013 at 10:03 PM
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A Gamer said:
But WHY would you need to add so many maps? I don't want to play a mod so long, or that it takes so many maps, that mapdata becomes corrupted.
If you always backup and test your changes... Map data corrupting won't be a problem.

And you have to remember that small maps like save rooms are included... If someone gets bored because there are 100 large maps that have nothing exciting... That's the creators fault.
 
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