leave me alone and let me work
What we Are:
A separate but equal group of editors who know what they are doing, but may occasionally need feedback from someone who isn't an idiot, or can offer more efficient ways to do something. This is not a group for noobs to ask "How does I make my Zealot fly?" No, go away. Not everyone has a complete comprehension of every aspect of the editor, this is understood. If you do not know what a loop is, you do not know enough. If you do not know what a dialog box is, you do not know enough. If you do not know how to make the units for your own map, you do not know enough. No one wants to spend their time making a map for someone incapable of doing it themselves.
Well, wow... you really don't like people, do you?
Good point! I/we/us want to spend our time editing, and have a moderately dedicated group of people to occasionally lend aid. The kind of people who know what is going on, and aren't jumping in with terrible suggestions; or troubleshooting, "Is the power turned on? Check for me, make sure the power cable in the back is plugged into a working outlet. Do you see a green light? is the monitor powered on, and plugged in?"
What is Required of Members:
You must have an active project. You do not need to have your own "author" page or anything. Anyone with a blank map can have a green boarder. Show proof that you are not illiterate with the editor, and have a plan. I/We only ask that you put in as much group effort as you would like to get from others. It is helpful to have someone who knows your map well, and knows what you are trying to accomplish in the long run. If you want someone to test you map and give constructive feedback on the UI, be prepared to offer an equal value of assistance in return. This is not a charity, do not feel inclined to help others, but also, only expect as much out as you put in.
Anyone interested in joining... well... you can figure out what to do. Otherwise, I will enjoy being all alone in this group. No one wants me to enjoy it as much as I will.
Facts
- Date created
- Feb 07, 2012
- Last update
- Mar 30, 2012
- Reply
- #36
Deadzergling May 12, 2012 at 17:19 UTC - 0 likesGood stuff Glorn, congrats on getting booted from TG as well. The drop in HD space used is indeed a good thing, but the real nice part about all this is that the more compact your code, the easier it is to make changes when needed. The execution time differences will be negligible assuming you had good efficient routes of getting things done in the first place, but that is another nice part about compact, less culprits to investigate to get rid of any lag issues. I'm off to run some errands anyways, hope your map picks up some hours!
- Reply
- #35
GlornII May 07, 2012 at 19:09 UTC - 0 likesJust like to point out with excitement, after re-triggering my map with action definitions, and some well made multidimensional loops I have some great numbers to show. I can improve maybe 25% more or my triggers in various ways; but I got all of the major things out of the way.
Trigger Size: From 1.78 MB to .83 MB
Trigger Count: 65 to 37
Events: 76 to 51
Function Calls: 10,200 to 3,600
I am unable to accurately measure the change in run time for my larger triggers which have been condensed to switch functions in action definitions. From what I can tell, the run time really hasn't changed much at all; but the triggers are muchhhh shorter. The only clear numbers I have are in game initialization times; which on a cold start were reduced from 2800ms to 900ms; and the 900ms now loads quite a bit more content. From a warm start, those numbers are 300ms down to 125 ms.
Also, using a few other methods of recording things and applying buffs, I have greatly reduced the chances of a late-game "lag" buildup; or any "lag-spikes".
Just my pride mark of the... past few weeks.
Project: Custom Hero Arena
- Reply
- #34
GlornII Mar 30, 2012 at 11:53 UTC - 0 likesInteresting thing; kinda saddening, that I noticed. That "King of the Hill" system I made; which I had no interest in.. took 2 hours. This tug of war, I am up to 12 hours of work on; but have it 80% done (Still adding units, and unit abilities). However, CHA, my heart and soul of a game, which I am making for myself, because I want to play it with other people... I am at a solid 350 hours on... Though, in my defense, about 50 of them were learning various things in the editor.
Scorp made Amira TD in a week; if I recall correctly; at least his first version of it. Which is a pretty decent TD; the major drawback only being that it is single player. Zerg spends an ungodly amount of time on his RPG, which after talking to him, he is making for himself.
Just a funny comparison between projects that you sit down to do, and get done; and projects that you personally have a burning passion to complete.
- Reply
- #33
DarcZaFire Mar 29, 2012 at 23:21 UTC - 0 likes@GlornII: Go
I feel ur pain. My limits are in my ability to make the maps, but I have a good eye for what players like of this sc2 community. not hard to beat by simply looking at the first page of the popularity list... (its flawed and in motion for improvement yea yea we know.)
Making a good map for other people possible grinding through to please others and not so much yourself, compared to making a map for yourself that you alone would enjoy making and see to the finish easily. AND THEN topping all of this is your ability to make a map and the resources you have. 3 things to consider when judging any type of map editor.
Skype: Grasso2012 or
Add me in-game 558 for help or to help
Team Genesis: Founder/Leader
You either are doing it, or you're not.
- Reply
- #32
ScorpSCII Mar 28, 2012 at 11:27 UTC - 0 likes@GlornII: Go
I made my own tug of war too. It took me a little longer than you though, as I decided to implement a full custom UI to the map, as well as other systems that are not included in those crap maps on battle.net. But I do get your point. The popular tug of war maps could easily be done in a day or less.
I think the issue is, that players don't know better. They do not know the quality of the maps they play, are far worse than what's possible. They're just playing what's on the list - and we can't blame them. I would have done the same, if I didn't know better.
Tutorial Custom Dialog Technique
- Reply
- #31
GlornII Mar 28, 2012 at 04:16 UTC - 0 likesJust a random thing, since hopefully you guys will see the humor in it.
I started making a TUG game yesterday. Not because I like them, or think they are in any way, not terrible. I did it because people keep asking for my help on them. So, I made my own, called "Just Another TUG Map" and in a 24 hour timeframe, I spent about 6 hours on it... Created a 6 line spawn trigger (after setting up variables) a banking/income system, and an unlimited upgrade system. I only managed to add and edit 1 race worth of units though which has 4 basic, but unique abilities on its units; and they aren't balanced well; due to not a single game of this being played...
Point of the matter is.. There are so many terrible tugs being made... and I just need to know... How can such a simple map style be so difficult for so many people; and how can such popular maps be lacking so god damn much content?!
RAGE
- Reply
- #30
desmondlai30 Mar 26, 2012 at 19:19 UTC - 0 likes@ScorpSCII: Go
lol i agree that was a funny joke lol
- Reply
- #29
ScorpSCII Mar 19, 2012 at 19:46 UTC - 0 likes@GlornII: Go
Oh well, I forgot about that part of the text. Pretty fun joke though :D
You got the answer now, in case you ever wondered :)
- Reply
- #28
GlornII Mar 19, 2012 at 12:34 UTC - 0 likeslol, sorry scorp, I was laying on the sarcasm, and I think michael was also. There is a note in the intro about how asking how to make a zealot fly is not what this group is for.
we both made funnies :D
- Reply
- #27
ScorpSCII Mar 19, 2012 at 09:22 UTC - 0 likes@michaelknives: Go
My best guess would be to give it a hidden behavior with a requirement that checks if the wing upgrade have been completed. then, at the behavior, enable the fly mover and disable the ground mover.
@GlornII: Go
Either complete the wing upgrade for the selected player(s), or edit the zergling's actor events like I did in Amira TD.