If you've played this map, how would you improve it, or do you have any other feedback?
Do you think the Zone Control style game mode we've been experimenting with in recent days is a good idea, or would you prefer more focus on the original competitive Assault mode? Do you prefer it with or without computer-controlled units spawning?
If the search effect has the validator, no units are targeted. It works properly without the validator, yet I want the ability to only target units once. Anyone know what might be wrong? None of Blizzard's built-in search effects use a validator, so there's unfortunately nothing to look at to compare with.
Yeah, the system is broken in a number of ways, I've made posts about this on the official forums but I doubt they got any real notice.
Need to sort by number of players playing, not games per hour. With equal players playing, a 1v1 map lasting 5 minutes gets 1400% the games-per-hour of a 5v5 map lasting 15 minutes. This is why "battlecraft armaggedon" and other simple, short maps are always at/near the top of the list.
Keywords and keyword search.
Need more filters. Number of players, competitive/co-op, category, game length (creators could include all this in game variants). To impliment this, obviously need standard categories creators can flag their maps as.
A way to add maps to a favorites list. This could also be a search criteria, sorting by number of people who have added a map to their list.
Need to display much more than a dozen maps on the first page. If the entire screen is filled with maps, it's more likely people will look around. The current, tiny list is horrible.
The issue of overly simplistic maps like footmen wars being popular is something nothing can be done about, there's just a lot of people who aren't looking for complexity.
Forgive me if I overlooked this when searching through this thread . . . tried to find this information.
In attempting to start on various ablities that cause explosions, I've been experimenting with the force effect. I can't seem to get the effect of the large knockback in the blizzard demo. I have a targeted knockback working with some nice visual effects, but noticed an odd issue - "amount" appears to be capped at 1, and there doesn't appear to be any z-value to apply force upwards or downwards. How is this explosion effect accomplished?
There seems to be a connection between what upgrades can modify and what values return an error for this set function, which is logical since the upgrades likely just call the function.
Our team uses Ladik's MPQ Editor and CompareIt for this. You can extract files from a map using the MPQ editor, then (if necessary) use CompareIt to merge differences if the teammates involved have modified the same data set. If you ensure you modify different data sets, you won't need to use CompareIt often. For example, if one person modifies units, abilities, and effects while another does triggers and upgrades, you can extract the modified unit/ability/effect files from the first map and import them into the map containing the trigger/upgrade changes.
If you need to copy trigger changes over, the easiest way to do that is delete all triggers in the destination map, then copy-paste all the triggers from the source map, all in the galaxy editor. It only takes a few seconds and ensures the string data copies correctly.
If multiple teammates modify text-related information (names, descriptions, etc in the data editor or elsewhere) after copying over trigger changes you'll need to extract all the Strings and Hotkey files from both maps (in the map MPQ's Localized Data folder) and use CompareIt to merge the differences in the text files.
Also, note maps can only be open by one program at a time, GE or mpq editor.
Automata is one reason I wish we could use pointers... my preferred method to do fsm's is a function pointer table. The table cross-references current state and inputs - each element of the array is a function pointer (function pointers in C-style languages are just a function call without the parenthesis). Then it's a simple matter of calling the dereferenced pointer at the desired position in the table to transition states, without any logic checks at all.
The Name and Description fields under Game Variants appear to have broken in the patch. All these now show as 'other', thus impossible to distinguish between multiple game modes of a map if the modes have equivalent team/player settings.
This seems to be the best forum to leave custom game related feedback, though it's about published maps and not the editor specifically. Say two maps are equally popular, with 100 people playing games in each map. If one map is 1v1 and lasts 5 minutes, while the other map has two teams of five and lasts 15 minutes:
Players
Players per Game
Length of Game
Games per Hour
100
10
15
40
100
2
5
600
According to the custom game list, maps of equal popularity will not be equally popular, a paradox. In fact, the map with fewer players and a shorter, simpler game will have 1,400% more games per hour. The solution is simple, by using the first number in the row instead of the last.
Yeah, I thought of that too. I downloaded and looked at several maps, but the exact same name they use doesn't work for me, which makes me suspect there might be some additional stuff that might be necessary to keep the UI from changing privacy and lock status.
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If you've played this map, how would you improve it, or do you have any other feedback?
Do you think the Zone Control style game mode we've been experimenting with in recent days is a good idea, or would you prefer more focus on the original competitive Assault mode? Do you prefer it with or without computer-controlled units spawning?
Any feedback is welcome, good or bad.
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Been a week so I figure I'll ask again, anyone know a way to do this?
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I've run into a surprising roadblock when creating an ability. Here's what I have:
The set does two things, deal damage and apply the following debuff:
If the search effect has the validator, no units are targeted. It works properly without the validator, yet I want the ability to only target units once. Anyone know what might be wrong? None of Blizzard's built-in search effects use a validator, so there's unfortunately nothing to look at to compare with.
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Yeah, the system is broken in a number of ways, I've made posts about this on the official forums but I doubt they got any real notice.
The issue of overly simplistic maps like footmen wars being popular is something nothing can be done about, there's just a lot of people who aren't looking for complexity.
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Is it possible to give hallucinated units a lower selection priority than the units they're duplicates of?
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Where in actor settings are distortion effects controlled? I've been looking around for a while now trying to find this.
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Forgive me if I overlooked this when searching through this thread . . . tried to find this information.
In attempting to start on various ablities that cause explosions, I've been experimenting with the force effect. I can't seem to get the effect of the large knockback in the blizzard demo. I have a targeted knockback working with some nice visual effects, but noticed an odd issue - "amount" appears to be capped at 1, and there doesn't appear to be any z-value to apply force upwards or downwards. How is this explosion effect accomplished?
0
There seems to be a connection between what upgrades can modify and what values return an error for this set function, which is logical since the upgrades likely just call the function.
0
MPQ Editor
CompareIt
Our team uses Ladik's MPQ Editor and CompareIt for this. You can extract files from a map using the MPQ editor, then (if necessary) use CompareIt to merge differences if the teammates involved have modified the same data set. If you ensure you modify different data sets, you won't need to use CompareIt often. For example, if one person modifies units, abilities, and effects while another does triggers and upgrades, you can extract the modified unit/ability/effect files from the first map and import them into the map containing the trigger/upgrade changes.
If you need to copy trigger changes over, the easiest way to do that is delete all triggers in the destination map, then copy-paste all the triggers from the source map, all in the galaxy editor. It only takes a few seconds and ensures the string data copies correctly.
If multiple teammates modify text-related information (names, descriptions, etc in the data editor or elsewhere) after copying over trigger changes you'll need to extract all the Strings and Hotkey files from both maps (in the map MPQ's Localized Data folder) and use CompareIt to merge the differences in the text files.
Also, note maps can only be open by one program at a time, GE or mpq editor.
0
@templar4522: Go
Automata is one reason I wish we could use pointers... my preferred method to do fsm's is a function pointer table. The table cross-references current state and inputs - each element of the array is a function pointer (function pointers in C-style languages are just a function call without the parenthesis). Then it's a simple matter of calling the dereferenced pointer at the desired position in the table to transition states, without any logic checks at all.
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@kozm0naut: Go
Locking team assignments prevents players from switching teams at the lobby screen.
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The Name and Description fields under Game Variants appear to have broken in the patch. All these now show as 'other', thus impossible to distinguish between multiple game modes of a map if the modes have equivalent team/player settings.
0
This seems to be the best forum to leave custom game related feedback, though it's about published maps and not the editor specifically. Say two maps are equally popular, with 100 people playing games in each map. If one map is 1v1 and lasts 5 minutes, while the other map has two teams of five and lasts 15 minutes:
According to the custom game list, maps of equal popularity will not be equally popular, a paradox. In fact, the map with fewer players and a shorter, simpler game will have 1,400% more games per hour. The solution is simple, by using the first number in the row instead of the last.
0
@xenrathe: Go
Yeah, I thought of that too. I downloaded and looked at several maps, but the exact same name they use doesn't work for me, which makes me suspect there might be some additional stuff that might be necessary to keep the UI from changing privacy and lock status.
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Ah, I'd heard locking controller could cause corrupt header file errors. Thanks, that appeared to work ok.