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    posted a message on Suggestions for improving the ever changing blizz galaxy

    I haven't understood a single post by the OP in this thread.

    Posted in: General Chat
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    posted a message on Would this be a secure way of implementing admin authentication?

    @jaminv: Go

    Banks are loaded for every player into the shared gamestate during the map's loading, so even if you're only reading the bank and the map doesn't know the password, you're still vulnerable.

    Posted in: General Chat
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    posted a message on Time formatting

    @Pfaeff: Go

    Just make the format string "<hour/> hours, <min/> minutes, <sec> seconds"?
    Seems to work for me.

    Worst case you check if hours == 0, and remove it from the format string, minutes == 0 and remove it from the string, etc.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Suggestions for improving the ever changing blizz galaxy

    I was unable to understand what the OP meant at all, despite speaking the same language (I think).

    Posted in: General Chat
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    posted a message on Time formatting

    Unfortunately, it appears you just reinvented the wheel.

    // TextTimeFormat converts a time value, in seconds, to text using a format string
    // - The time format string should use the following tokens:
    //
    //      <hour/>         = hour count, rounded down
    //      <hour2/>        = hour count, rounded down, always two digits
    //      <hourtotal/>    = total hour count, rounded down
    //      <hourtotaln/>   = total hour count, rounded to nearest
    //      <hourtotalu/>   = total hour count, rounded up
    //      <min/>          = minute count, rounded down
    //      <min2/>         = minute count, rounded down, always two digits
    //      <mintotal/>     = total minute count, rounded down
    //      <mintotaln/>    = total minute count, rounded to nearest
    //      <mintotalu/>    = total minute count, rounded up
    //      <sec/>          = second count
    //      <sec2/>         = second count, always two digits
    //      <sectotal/>     = total second count
    //      <short/>        = one of "<hour/>h", "<min/>m", or "<sec/>s"
    //
    //   Examples (these all represent the same value):
    //      "<hour/>:<min2/>:<sec2/>"   ->  1:08:38     (this is the default format)
    //      "<mintotaln/> minutes"      ->  69 minutes
    //      "<mintotal/>:<sec2/>"       ->  68:38
    //      "<short/>"                  ->  1h
    //
    native text     TextTimeFormat (text inFormat, int inSecs);
    
    Posted in: Trigger Libraries & Scripts
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    posted a message on Converting a string directly into an action possible?

    @Sneakervek: Go

    Yes, if you use a trigger as your action definiton/function.

    It would be as simple as doing:

    trigger t = TriggerCreate("gf_ca_" + IntToString(blah)0;
    TriggerExecute(t, true, true);
    

    Keep in mind there can be no parameters passed to this trigger.You'll have to provide your own helpers functions to figure out the source and target.

    Posted in: Galaxy Scripting
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    posted a message on @Mephs angry post in the custom map forum

    @SouLCarveRR: Go

    MVC?!11 MODEL VIEW CONTROLLER?
    OH MY GOD

    Sorry, computer science major. I have no clue what MVC is other than in that context. I fail.

    Posted in: General Chat
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    posted a message on Map Making 101

    The most important part of mapping is coming up with a good map concept that you can develop. A lot of people seem to completely miss this step and I think a lot of people could benefit from a checklist of what it takes to get a map that a majority of people will enjoy.

    The Initial Idea
    So you're in a melee game and you're running probes across the map and building Nexuses everywhere in a futile attempt to not lose when you have a great idea to make this into a custom map, in the style of Cat and Mouse.

    Great! Spend the next hour or so at least thinking about all the things you want to do with this idea. What can you add to this that no one else has really done before you? What can you add to it that's unique? Perhaps, you want to make it so the ultimate objective of the mouse is to flood the entire house in water. Cool, you can make use of SC2's water manipulation to do that.

    The Hook
    It's easy to come up with an idea that anyone will want to play once or twice. They're curious and they want to try something new. What makes an okay map into a good map is the hook. What's going to keep players coming right back to your map rather than Nexus Wars?

    What's going to keep every game new and refreshing, even offering a change of pace from the last game? Will you have multiple game modes or game variants? Will you offer a competitive ranking or achievements?

    Anything that offers a change in the pace of the game or alters the way it's played, even slightly, from game to game, contributes to that factor of renewed newness and addiction that makes games like Phantom Mode, for example, great.

    Shiny graphics and the newest, most advanced use of Galaxy ever won't make anyone actually play your map more than once. If you're aiming for popularity, spend a LOT of time working on the hook.

    The Motive to Finish
    So you have the greatest mapping idea ever, and now you're going to post on Sc2Mapster's team recruitment and ask for a data editor, a terrainer, a trigg - wait, what are you doing, again? If you can't make a map, or contribute a significant part of the work, DO NOT BOTHER. Post your idea, see if someone else takes it up. Nobody wants to make a map under the guidance of a "project organizer."

    And even if you do have the skills necessary to finish, a good map can take many man hours of work and even sleepless nights as you get closer and closer to that release.

    The key to finishing is to make sure you actually enjoy what you're doing. Mapping for a hobby is fun, and it won't feel like a chore if you look forward to it. If you're dreading working on something, then don't work on it. It won't turn out good, anyways.

    Polish
    Polish is the finishing touches on a map. The polish of a map separates the good from the excellent. A good map has a dialog-based voting system for all it's in-game options. A polished map has a stunningly organized and professionally oriented dialog, and has proper grammar in the loading screen, and the author has laid out all of the information necessary to play in an easy to find manner. For those who miss the loading screen, make in-game tips on how to play, too.

    Play your own map, a lot!
    Once you've released your map you might have problems with popularity. As an author, you've just going to have to promote yourself and your map to get things off the ground. Don't harass anyone (that's annoying), but post about your map in SC2Mapster and the Blizzard forums, and ask for testers on IRC. Once you have some fans, get regular games going every night if you can. Once you've got that, you'll notice your map will start to rise in the rankings. It'll happen slowly, but the popularity system is horrible and that's just the way it is.

    And lastly, play your map with randoms and make sure you stay on top of bug fixes and take their ideas. You don't have to implement every ridiculous new idea, but just keep in mind ways you can refine upon your original idea.

    Remember your roots
    If you do get high on the popularity system, people will tend to idolize you. Personally, I look at this as a curse, since nobody will leave me the fuck alone anymore, but some people let this go to their head and think they're the best gift to the SC2 mapping world since Sixen.

    At the end of the day, you're an ordinary joe who knows how to use a lightweight editor for a game as a hobby. Hopefully, you have a load of fun doing it.

    Sometimes, an idea just doesn't work
    Sometimes, we work really hard on a project and it just doesn't pan out the way we wanted it do. Little features get removed, dates get pushed back, and our testers just don't like the map. Don't be afraid to look back and admit your idea didn't have what it takes to go far. Not all of them do; in fact, the majority don't.

    Just step back up to the plate, figure out why people didn't like your idea, and if you can, fix it; if not, now you know why they didn't like it, so you can come up with a new idea that doesn't suffer from the same problem.

    Most importantly, don't blame anyone else for your map's lack of success. Only you can determine that. Again, just use it as a learning experience and move on.

    Posted in: Miscellaneous Development
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    posted a message on @Mephs angry post in the custom map forum

    @PhantomInfernal: Go

    Exactly. People need to take a step back, and ask themselves, could I play this map nonstop for a day?
    A map needs to not only be fun to play the first time (it was interesting once we got the hang of SmashCraft) but it needs to change, even if just a little, to add some replay value.
    Hitting F, G, and A in different ways 1000 times to make the enemy's health bar drop a little until they die over 5 minutes never gets any more exciting.

    After a while, it feels like grinding in WoW.
    Yes, I have shiny effects and abilities, but ... ugh... I need a break. (Actually, I quit WoW entirely.)

    Posted in: General Chat
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    posted a message on @Mephs angry post in the custom map forum

    There are indeed problems with the popularity system that make getting a good map noticed extremely difficult, but there are also still just plain bad ideas.

    Posted in: General Chat
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    posted a message on @Mephs angry post in the custom map forum

    @zenx1: Go

    Just because a few people like the map doesn't make it good. You're what we call a niche group, a small but close group of people who like a specific map genre, namely SmashCraft.

    The majority of people have expressed similar re-playability concerns.

    Posted in: General Chat
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    posted a message on @Mephs angry post in the custom map forum

    @OneTwoSC: Go

    It's frustrating to see something you worked on hard get shot down to the bottom and not played. But hey, it happens. People don't all like the same things. A lot of maps deserve to get more play time and visibility, but sadly that's just not the case.

    So yeah, I see where Mephs is coming from, but ultimately I think he needs to sit back, relax, and realize he's made a great niche map, but that's all it can be. He's certainly proven his abilities are beyond that of the average SC2 mapper, and I think that should be enough.

    SC2 is a game, make your maps for your enjoyment, it's way more fun. Then hop on later with your buddies and show off how awesome you are. :P

    Posted in: General Chat
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    posted a message on @Mephs angry post in the custom map forum

    @RodrigoAlves: Go

    I think there are serious problems with the popularity system but this kind of "herp derp I made SmashCraft, your map sucks, I deserve moar popularity" derping is stupid.

    Sit back, make some maps that you think others will enjoy, and play them with your friends. I make maps for fun, and it's way more exciting than making my maps for the 12-year-old masses.

    Posted in: General Chat
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    posted a message on Phantom Mode

    I think s3rius was sarcastic ;)

    Posted in: Map Review
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    posted a message on Ability Command Indices [Solved(?)]

    @FuzzYD: Go

    Interesting. Maybe one Stop is used for stop movement and the other is stop attack?
    /shrug. You'll have to look at the ability to find out. :P

    Posted in: Galaxy Scripting
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