Updated Map Edit (markdown)

Chris Miles 2018-07-06 17:52:33 -05:00
parent d9c9ee7255
commit 8ceaf76058

@ -180,7 +180,7 @@ The tile has returned and if we retest it we notice that the connection now work
<img src="/EQEmu/Server/wiki/images/map-edit/18_pool_after.png?raw=true">
</p>
#### Now lets move to another place you might find a gap.
### Another Gap
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/19_lets_fix_this_spot.png?raw=true">
@ -188,7 +188,9 @@ The tile has returned and if we retest it we notice that the connection now work
We come to a spot where the floor is not solid because the player is intended to fall into this "trap" if they're inexperienced.
#### Lets add a normal bi-directional connection spanning the gap so npcs at least just hop over it and don't get stuck
# Bi-Directional Connection Spanning
* Lets add a normal bi-directional connection spanning the gap so npcs at least just hop over it and don't get stuck
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/20_normal_connection.png?raw=true">
@ -196,7 +198,9 @@ We come to a spot where the floor is not solid because the player is intended to
This would work but a player that had a npc chasing them and fell down this hole would create a massive train through a long part of the zone.  Wouldn't it be nice if the npc could also jump down this hole instantly?
#### Lets create a set of portal one-way connections from the top sides of the mesh down into the trap
# Portal One-Way
* Lets create a set of portal one-way connections from the top sides of the mesh down into the trap
<p align="center">
<img src="/EQEmu/Server/wiki/images/map-edit/21_portal_jump_down.png?raw=true">