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    posted a message on From Dust ... Installing! :D

    Hope you've got an XB360 or PS3 because the PC port is balls, ass, and dicks.

    http://www.neoseeker.com/news/17179-from-dust-pc-erupts-with-disastrous-port/

    Posted in: Off-Topic
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    posted a message on Resolutions Played

    1680 x 1050

    I build my map around the base SC2 resolution, 1600 x 1200. No exceptions.

    Posted in: General Chat
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    posted a message on SC2's largest project

    Definitely not the largest project, but pretty big nonetheless.

    One thing I will comment on is that:
    "At first only the marine is available to the player. However, getting experience through killing enemies and healing allies gives you the ability to unlock more units and abilities. As stated above, there are 2 different versions of each unit, a standard and an elite class, elite being better with more abilities."

    If you're talking about unlocking during the course of the game, please consider having at least three core roles available to use, not just one. People will be fed up by the lack of variety.

    If you're talking about unlocking roles during the metagame (multiple playthroughs), you will have serious problems unless a lot of them are available to start with. And don't even think about letting players unlock elite versions, that's just broken.

    Posted in: Project Workplace
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    posted a message on From Dust ... Installing! :D

    1 EUR = 1.44 USD

    Posted in: Off-Topic
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    posted a message on [Beautiful Graph] Map Popularity (by Hits, not Hours)

    Formula used is (daily hours (on bnet) / (daily hits (monthly hits divided by 30) * average players per game)) * 60 (minutes per hour).

    This formula is more accurate for games with fewer max. players and more overall players. The SotIS one is weird, 1v1 Obs seems fine at 16-20mins per game, the Mafia one is fairly accurate, and Desert Strike is rather high. I don't know what's causing the discrepancy.

    Posted in: General Chat
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    posted a message on [Beautiful Graph] Map Popularity (by Hits, not Hours)

    Well, at least in Mafia people tend to type a lot. It's more active than you would think, judging by game length.

    And the 1v1 Obs score is probably really inaccurate. You'll see why.

    Based on the US statistics only, of all those top maps up there, the average game lengths are (per player; this includes the drop/leave rate):
    Mafia: 23 minutes
    1v1 Obs: 8.5 minutesâ™ 
    SotIS: 2 hours 21 minutes
    Desert Strike: 1 hour 18 minutes
    Squadron TD: 59 minutes
    Nexus Wars: 42 minutes
    Hero Attack: 1 hour 9 minutes

    â™ WHAT! Yeah, the game starts half-full a lot of the time, people drop, and there are a ton of leavers. If I assume that each lobby starts with 8 average, then it's 420,768 hits per month overall and 16 minutes per game.

    Posted in: General Chat
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    posted a message on [Beautiful Graph] Map Popularity (by Hits, not Hours)

    Bump: updated graph today

    Posted in: General Chat
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    posted a message on Did Blizzard give us an in-game Traceline?

    No, I didn't put it in Mafia. I made this engine in December, and recently tested it again with the optimizer and without sounds.

    Posted in: Miscellaneous Development
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    posted a message on Did Blizzard give us an in-game Traceline?

    The author gave me a private license to it, so it's up to him to give it out when he decides to release. Quite a few programs have been developed specifically for Mafia, interestingly enough.

    Posted in: Miscellaneous Development
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    posted a message on Did Blizzard give us an in-game Traceline?

    The blizzard version is internal and not accessible by Galaxy script.

    Also, if you really need to check a 200-step traceline (Holy hell that's got to have a range many screens long, and that's if it's precise! The entire map's width is covered if it's a rough check...) on every single game loop the entire time, you're probably doing something wrong.

    However, it does not appear to be a much of an issue. My whole physics system is done in GUI (squished and optimized with a third-party program afterwards, granted). My physics engine does not use any instant tracelines, but rather just performs the physics on objects 32 times per second. Even with many hundred objects, it runs perfectly on my computer and lags moderately on battle.net (that's including all the EXTENSIVE UI coding). At a couple hundred objects, it runs perfectly on just about any computer and doesn't lag at all except in large (many players) games.

    Posted in: Miscellaneous Development
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    posted a message on Did Blizzard give us an in-game Traceline?

    @greythepirate: Go

    A trace algorithm is very easy to make. There's no reason to use such a workaround.

    Posted in: Miscellaneous Development
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    posted a message on [Beautiful Graph] Map Popularity (by Hits, not Hours)

    Another bump; added a graph to look at.

    Posted in: General Chat
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    posted a message on What makes a good "Who's the Killer" map?

    Lots and lots of content, and as as FullaChain said, stuff to do with that content.

    Don't over-complicate it though, or players won't be able to begin without dying horribly.

    And as greythepirate implied, if you can't make a decent level of immersion for the easiest type of map to make a theme for (who's the killer), then you shouldn't be making games.

    Posted in: Map Feedback
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    posted a message on [Beautiful Graph] Map Popularity (by Hits, not Hours)

    Bump for new thread title.

    Posted in: General Chat
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    posted a message on [Beautiful Graph] Map Popularity (by Hits, not Hours)

    Updated with more recent data from every server that I could find a particular map on.

    Be advised that advertisements are not disallowed by the Terms of Use, provided the ad is not for a "non-beneficial website, organization, or company". IE, you CAN make ads for anything SC2 related, include ads for charity foundations, etc. You can not make ads for organizations that are strictly for-profit, though.

    Posted in: General Chat
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