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Map-Making Tools & Resources

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Transformice Map Document Type Definition

If you do not know how to use it see the respective section in my map-making tutorial.

Object Code List

A simple text file listing the object codes and their corresponding object types for the C attribute of the object element in maps. I compiled this very early after the launch of the map editor by trying the different values for the attribute.

Utility Applications

The following applications are used by dragging and dropping a XML map file onto them. The format of the output XML file is likely to not be compatible with the map editor due to tabs used for indentation. Reformatting it by removing those tabs might be required.

The applications require the .NET framework to run, if they do not run properly try downloading the newest version.

The software is provided "as is" and you may use it at your own risk. I shall not be held accountable for any damages resulting from the use of the software.

Polar Coordinates Converter

Cartesian versus polar coordinates

This application converts all grounds and objects in a transformice map that are defined via polar coordinates to grounds and objects defined via cartesian coordinates. This is mainly useful for circular structures.
The attributes you will need to specify instread of X & Y are:
CX: The center of the polar coordinate system on the X-Axis.
CY: The center of the polar coordinate system on the Y-Axis.
D: The distance of the point.
R: The rotation of the vector leading to the point.
An example:
<S CX="400" CY="210" D="165" R="30" L="100" H="10" T="0" P="1,0,0.3,0.2,0,1,0,0" />
Converts to:
<S X="542.89" Y="127.5" L="100" H="10" T="0" P="1,0,0.3,0.2,0,1,0,0" />
If your map file was called "IceAndLavaLulz.xml" the output file will be called "IceAndLavaLulz.conv.xml". (Note: If your map is crappy it will not become better by doing this.)

Note: This application has been updated to adopt the Transformice coordinate system (Y-Axis based, positive rotation clockwise), the old version (X-Axis based, positive rotation counter-clockwise) can be downloaded by clicking here.

Map Flipper

An application that mirrors your map vertically. If your map file was called "SpawnAtTheRight.xml" the output file will be called "SpawnAtTheRight.flipped.xml". (Note: If your map does not follow the orientation convention this will make the map better.)
Possible uses:

  • Fixing a map's orientation
  • Creating the other half of a symmetrical map

The application takes into consideration:

  • Coordinates
  • Rotation
  • Motor object types (left vs. right)
  • Wind

Map Shifter

As the name says this application will shift a map. The offsets have to be specified in the P element of the map file. The attributes are named xShift & yShift. For example <P xShift="0" yShift="300" /> will shift the map 300 units down. If the map file was called "HiddenStuff.xml" the output file will be called "HiddenStuff.shifted.xml". (Note: Uhm, nevermind...)
Possible uses:

  • Offscreen construction
  • Revealing hidden structures in someone else's map

Random Map Generator

While at first the map generation was almost completely random, this now probably should be called Procedural Map Generator because there are many restrictions on how grounds and spawns are placed, which game modes may occur and how strong or weak the gravity can be. The application can be used without any settings or parameters but the results will be quite, well, random.
Right now there are only three command line arguments available, those are:

Since there are no arguments implemented for setting the settings directly, it is advised to save the default settings somewhere with the /ws argument which then can be adjusted.
The settings XML file is made up of many elements that I will explain now:

That is about it, minor elements should be comprehensible from the element name alone.
Settings can be loaded via drag & drop as well if you do not want to use the respective command line argument.
There are many ways in which this application could be improved, for example one could introduce design patterns like balancing platforms or calculate the difficulty of a map so you can set bounds for that too. However I currently do not have the time to do anything like that but procedural map generation surely is an interesting topic and I might come back to it some time.