Editing Mirror Template
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 45: | Line 45: | ||
**** '''r''' - Unknown | **** '''r''' - Unknown | ||
*** Follow up with a space and type the monolith type that will be present in the underground, in the mirrored zone. Follow the same rules as above. Be careful, road is connected the the portal on surface. When using a different type (1 squared monolith / 2 squared portal), the underground guard can be misplaced. <p>F.e. <code>x t0 t1</code> will create a green monolith on the surface and a brown monolith in the underground and both will be connected to the road (it will be necessary to create at least one <code>t0</code> monolith in the underground and one <code>t1</code> monolith on the surface to allow players to meet).</p> | *** Follow up with a space and type the monolith type that will be present in the underground, in the mirrored zone. Follow the same rules as above. Be careful, road is connected the the portal on surface. When using a different type (1 squared monolith / 2 squared portal), the underground guard can be misplaced. <p>F.e. <code>x t0 t1</code> will create a green monolith on the surface and a brown monolith in the underground and both will be connected to the road (it will be necessary to create at least one <code>t0</code> monolith in the underground and one <code>t1</code> monolith on the surface to allow players to meet).</p> | ||
* Setup Connection Restrictions the same way as for non-mirror map. F.e. if you create 1 vs 1 mirror template, create restrictions as 1 1 1 1 (min. human positions 1, max. human positions 1, min. total positions 1, max. total positions 1). | |||
<span style="font-size:125%;">Extra notes</span> | <span style="font-size:125%;">Extra notes</span> |