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#1 HybridHyrule

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Posted 22 May 2013 - 08:34 PM

I have never really had a problem with entering in the top left corner before the DMap I am working on currently. Every Enter/Exit tile warp puts me up in the corner. The D map is "Interior" and the level is 11. It's probably something easy I am overlooking but I can't seem to get it fixed. I'm using 2.50.



#2 Jamian

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Posted 23 May 2013 - 07:34 AM

Check the entrance square (green) or the Warp A square (blue), depending on which one you're using.



#3 Theryan

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Posted 23 May 2013 - 10:02 AM

When you say top left corner, is that the top left corner of the screen or the map? If its the screen, do what Jamian said. If its the map, check the DMap's continue point.



#4 HybridHyrule

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Posted 23 May 2013 - 12:37 PM

The only squares that are working are the green ones. I have some rooms with 2 or 3 warp(blue squares) and they won't work.(I get put in the top left corner) The map is "interior" on level 11. All the rules check out...any other ideas? ZQ 2.50



#5 MoscowModder

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Posted 23 May 2013 - 01:55 PM

Use insta-warp variants instead of Entrance/Exit warps. Those are kept for backwards compatibility (as are the "green squares") only.


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#6 HybridHyrule

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Posted 23 May 2013 - 05:03 PM

Use insta-warp variants instead of Entrance/Exit warps. Those are kept for backwards compatibility (as are the "green squares") only.

Thanks.



#7 Russ

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Posted 23 May 2013 - 09:36 PM

Additionally, you might wanna check the quest rules. There's one called "Use Old Style Warp Detection", that basically tells ZC to ignore the B, C, and D blue squares. You'll want to make sure you're not using that rule. There's also a rule to just get rid of the green square altogether and use the blue squares instead. I'd recommend that.

 

MoscowModder: Actually, they're not just for backwards compatibility. Entrance/Exit warps set the continue point, so they're useful for doing stuff like spawning Link in front of the last cave he exited in an overworld, or something like that.




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