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Joe123
12-06-2006, 03:02 PM
Ive been finding it frustrating that you cant seem to make anything permanent in a dungeon - even 'permanent' triggers seem to reset after a screen. Id seen somewhere that cave Dmaps are better for things like that or something? Can someone explain the differences please

Pineconn
12-06-2006, 05:20 PM
Yes, permanent triggers do work in Cave DMaps, but not in Dungeons. Also, when Link moves from screen to screen in a cave, he will not be forced out an extra two combos like he would in a dungeon.

C-Dawg
12-06-2006, 06:37 PM
Cave Dmaps are all you need. Dungeon Dmaps blow nuts.

Joe123
12-08-2006, 07:06 PM
are there any disadvantages to Cave Dmaps though? Playing Sabotage dragoon just it seems like you've used them throughout

The_Amaster
12-08-2006, 08:03 PM
Well, if your using a beta, or the soon to be out 2.5, than the screen flag "Treat as cave room" makes it so that for that screen, all secrets are permentent.

Joe123
12-09-2006, 06:41 AM
Why do my shutters now not work? :confused: do i have to make them differently for a cave dmap?

The_Amaster
12-09-2006, 01:01 PM
I don't know if ther's an easier way to do this, but this is my way. Make the wall with the shutter type "Wall", than MANUALY draw some closed shutters on it, than set flags 16 and 17 (or whatever)to an open shutter, and then put them over the closed one. That way when your secrets acrivate, it'll open.

Joe123
12-09-2006, 07:21 PM
but wont you not walk far enough onto the screen to get past the closed tiles as you no longer walk two tiles in on a cave dmap?

The_Amaster
12-10-2006, 12:02 AM
The shutters will stay open, so ther'es no need to.

Joe123
12-10-2006, 06:56 AM
if you have to open them to progress yes, but what if the door you're entering from closes on you when you get into the room? you wouldn't walk far enough if you just set the tiles down as closed shutters, and then you would'nt be able to walk past them because they'd be unwalkable combos

The_Amaster
12-10-2006, 11:08 AM
Let me check, but I think that maybe the cave screen properties still allow for the two tile walk. One sec.
EDIT:Well, apparently I was wrong. Sorry man, I'm just aobut of ideas. My last one is overly complicated, and it just involves some tiered secrets so the shutters are open in the beginning and close after you, and/or some conveyer belts to help simulate the two-tile walk. Don't know how to help you more.

Joe123
12-10-2006, 02:22 PM
I did think of doing it with conveyors somehow, and then having a temporary switch on the other side of them, but then if I had two shutters in the room I don't know how I'd do it. I think i'll just have to stick to my dungeon Dmaps for now