I just spent over 15 hours on preparing this map, putting quests in there, connecting everything to other maps, creating the costumes... just to find out that you can't put characters/encounters on 50 % of the map (the "catwalks", the stairs, the stair areas left and right).
I put all the characters on them and everything works great, unfortunately it gives me 45 "tasks". All the stairs, as I mentioned before, and 50 % of the PERFECTLY WORKING map are recognized as "invalid areas". So yeah... here I am, with a great foundry I've been working on for at least 60 - 80 hours now... not able to publish it, because of bugs!
By the way, this is the same map that is used in CN. And everything seems to work fine there (on that map in CN, not in CN in general).
I am definitely not spending another 15 hours on preparing another map, putting everything in place, etc. This map fits my foundry perfectly... I cannot imagine another one that would fit. Maybe someone has an amazing advice for me how I could get it to work. If not, I don't know if I can recover from that. :mad:
I had the same issue when building my quest, The Dark Secret at Highgate. One thing I did not try because the 3D editing was pre-Feywild Update, was to create a One-Way Patrol and try to end that patrol on the catwalks below the main floor.
Give that a shot, although, there is no guarantee. I assume, theoretically, it would work, but you should test one before setting them all to avoid unnecessary editing time if the theory fails in application.
I tried it, but it is the same as with encounters. The patrol flag cannot be placed there. It can be in Edit Mode, and it works perfectly fine, but then it becomes a "task".
Wow, thanks a lot! I never noticed this problem, but I'm glad things are being fixed
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imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
edited October 2013
The other problem with that particular room is that if you drop down into the fog below the catwalks, you don't die. You land ON TOP of the fog, and can walk around on it, staring up at the place where you should be with no way to get back to it...
Just sent in a fix for this. Not sure if I can get it in the current live game, but module 2 will definitely have the fix.
What about all the invalid placement zones in the Tower District maps?!?
I had to build my Gruumsh's Tower of Conquest IN FRONT OF and AROUND the Guild Hall!?!
Annoying! Very edges of the map I can see but all these invalid places IN THE MIDDLE?
I spent hours and hours figuring out how to build a tunnel beneath the invalid areas in the map!
And what about teleporters whose "connecting line" crosses invalid areas?
The other problem with that particular room is that if you drop down into the fog below the catwalks, you don't die. You land ON TOP of the fog, and can walk around on it, staring up at the place where you should be with no way to get back to it...
Dropping into the fog should be death. Alas.
I just "flicked" the whole room with invisible walls, so that a player simply cannot fall down. This is definitely one of the best rooms available! If there wasn't the "invalid area" thing, some really great stuff would be possible there. I will still be using it for my quest, but the fact that there are no foes on the "catwalks" makes it a pile of sh*t in my foundry.
Will it be fixed automatically in all foundries that use this map? Or will you just add another working version of it?
Based on every previous foundry map change, it'll affect the existing foundry maps.
Edit: Oh...and welcome to "why can't I place that there?" hell.
Edit2: You can place objects that "intrude" into the no-placement areas -- it's only the anchor point that cannot be placed there. So if you have something where an anchor point is on a side, or end, or the object is large enough, it can intrude on or cross over/under the no-pacement-zone.
What about all the invalid placement zones in the Tower District maps?!?
I had to build my Gruumsh's Tower of Conquest IN FRONT OF and AROUND the Guild Hall!?!
Annoying! Very edges of the map I can see but all these invalid places IN THE MIDDLE?
I spent hours and hours figuring out how to build a tunnel beneath the invalid areas in the map!
And what about teleporters whose "connecting line" crosses invalid areas?
I'm sorry about your troubles. That map did indeed have lots of placement holes in it. I think I found them all and got them patched up, so module 2 will have that fix. I also let our lead Foundry programmer know about the teleporter connecting line issue.
The other problem with that particular room is that if you drop down into the fog below the catwalks, you don't die. You land ON TOP of the fog, and can walk around on it, staring up at the place where you should be with no way to get back to it...
Thanks! Will it be fixed automatically in all foundries that use this map? Or will you just add another working version of it?
Since the room was clearly broken, I made the fix to the original. All this means is you will now be able to place NPCs in spots in that room that you couldn't before.
I think I just wet myself. Here's hoping we get a great Module 2 launch with no (major) side effects.
...and hoping I can prune some of those bugs off my watch-list.
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
...
Since the room was clearly broken, I made the fix to the original. All this means is you will now be able to place NPCs in spots in that room that you couldn't before.
I see that you have fixed a lot... but not the room.
It has a quest trail now... but this is the only fix. You can put NPCs and encounters on the catwalks now, but it still gives you tasks without showing it on the map. So basically the same thing happened to me again. I tested it: Wow, i can put them in there now... just to find out that I had 105 tasks when i tried to publish. It is the same, except it doesn't warn you any more that you're getting tasks. Please fix it! This is a great map! Please! I really need it!
I see that you have fixed a lot... but not the room.
It has a quest trail now... but this is the only fix. You can put NPCs and encounters on the catwalks now, but it still gives you tasks without showing it on the map. So basically the same thing happened to me again. I tested it: Wow, i can put them in there now... just to find out that I had 105 tasks when i tried to publish. It is the same, except it doesn't warn you any more that you're getting tasks. Please fix it! This is a great map! Please! I really need it!
The fix isn't on the live server yet. It's slated to be included in the next big update (module 2). When the fix is on the Preview shard I'll let you guys know
Comments
Give that a shot, although, there is no guarantee. I assume, theoretically, it would work, but you should test one before setting them all to avoid unnecessary editing time if the theory fails in application.
Dropping into the fog should be death. Alas.
What about all the invalid placement zones in the Tower District maps?!?
I had to build my Gruumsh's Tower of Conquest IN FRONT OF and AROUND the Guild Hall!?!
Annoying! Very edges of the map I can see but all these invalid places IN THE MIDDLE?
I spent hours and hours figuring out how to build a tunnel beneath the invalid areas in the map!
And what about teleporters whose "connecting line" crosses invalid areas?
Encounter Matrix | Advanced Foundry Topics
I just "flicked" the whole room with invisible walls, so that a player simply cannot fall down. This is definitely one of the best rooms available! If there wasn't the "invalid area" thing, some really great stuff would be possible there. I will still be using it for my quest, but the fact that there are no foes on the "catwalks" makes it a pile of sh*t in my foundry.
Thanks! Will it be fixed automatically in all foundries that use this map? Or will you just add another working version of it?
Based on every previous foundry map change, it'll affect the existing foundry maps.
Edit: Oh...and welcome to "why can't I place that there?" hell.
Edit2: You can place objects that "intrude" into the no-placement areas -- it's only the anchor point that cannot be placed there. So if you have something where an anchor point is on a side, or end, or the object is large enough, it can intrude on or cross over/under the no-pacement-zone.
Encounter Matrix | Advanced Foundry Topics
I'm sorry about your troubles. That map did indeed have lots of placement holes in it. I think I found them all and got them patched up, so module 2 will have that fix. I also let our lead Foundry programmer know about the teleporter connecting line issue.
This is now fixed for module 2 as well.
Since the room was clearly broken, I made the fix to the original. All this means is you will now be able to place NPCs in spots in that room that you couldn't before.
I think I just wet myself. Here's hoping we get a great Module 2 launch with no (major) side effects.
...and hoping I can prune some of those bugs off my watch-list.
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
...
Encounter Matrix | Advanced Foundry Topics
I see that you have fixed a lot... but not the room.
It has a quest trail now... but this is the only fix. You can put NPCs and encounters on the catwalks now, but it still gives you tasks without showing it on the map. So basically the same thing happened to me again. I tested it: Wow, i can put them in there now... just to find out that I had 105 tasks when i tried to publish. It is the same, except it doesn't warn you any more that you're getting tasks. Please fix it! This is a great map! Please! I really need it!
The fix isn't on the live server yet. It's slated to be included in the next big update (module 2). When the fix is on the Preview shard I'll let you guys know