• 0

    posted a message on [POOL][Graph] Map's Quality vs. Popularity
    Quote from RodrigoAlves: Go

    @Jinxxx123: Go

    The only one who insulted maps here was you. I don't even know what map you made! And for your information, Nexus Word Wars did only get out of the 1st page because it was banned. I bet it would be on 1st page since today.

    edit: If you want to insult any of my maps, go ahead and insult Platform Defense. Platform Defense is a below-average map who kept on top 5 for more than a month.

    Well ill like to state for the record im sorry and i should not have gone off insulting your maps. I just snaped cause im pretty tired of every map just getting blindly labled as average or crappy or whatever haters like to say about the maps at the top .

    When i read the popularity chart from the first post, i see 3 gauges ( AWEFUL,AVERAGE,AWESOME) , Now if you kept something like this to yourself, obviously i wouldnt have to reply cause thats your personal opionion , but here you are injecting this filth onto this site and the battlenet site with this Rating bar.

    Im calling you out here, You said in the first post you made for this thread stating that you have gathered data on the first page maps and this graph represents your conclusion . Yet when i insult your maps you answer back with a critical piece of information that makes your CASE sound even more stupid. You say you havent even played my map ( zealot frenzy) which has been at the top for many months on USA, and as of recently 1 month ago its at the top of EUROPE thanks to voliatle popularity bug getting it noticed over there. So how could you make a graph about the First page maps when not even having played them all? Thats the first b.s im calling you out on. This graph is a Snap judgement in an attempt to be-little maps . Dont be upset that you got me started on insulting your maps, you had it coming . Go ahead and bash mine, i dont care. Thats what you doing in the graph regardless, And when asked what maps? you dont want to answer, Typical....

    Posted in: General Chat
  • 0

    posted a message on [POOL][Graph] Map's Quality vs. Popularity

    well since rodrigo doesnt want to define what makes a map awesome and he is directly insulting maps at the top (indirectly) , of which i think hes refering to my map for e.g

    I shall state my opinions on your maps. I think nexas word wars and debates fucking blows and its position in the popularity system accurately shows this because its not like this is some "unknown" map.  Its been out there, its got exposure , PPL know about it and they dont care, you even try to cheat it a bit and borrow the name of a Very successfull map when u released nexas word wars.   What do you have to say about that rodrigues?  If you concentrated on making a game deeper than a type fest (aka glorifed flash game), you might have something to show at the top.

    Dont get me wrong, ive stated avidly that i find the popularity system sucks, But dont come here insulting maps and expect everybody to be cool with it . Some will return the favor. Stick with saying the pop system needs overhall , Not this new argument of bullshit when its clearly at the discretion of the individual player on which maps are awesome.

    Posted in: General Chat
  • 0

    posted a message on Any solution for multiple Raynor Penetrator Round bug now?

    i would like to know this too, right now i use penetrator round and theres no limit to the amount of raynors that can be on the battlefield for my map.

    Posted in: Data
  • 0

    posted a message on Very happy with this

    from what i can see, it will be bad for zerg players ( just 1 easy to defend expansion) Zerg needs more.

    Then the other issue i see is the rock blocks, For e.g top left rock compared to no rock at top right .  Thats imbalance because it causes a position favor , such as players starting off in Start location 1 and 4.

    Posted in: Terrain
  • 0

    posted a message on I like triggers.

    thanks deatorn , ill be putting recipes soon in my map and ill get back to you if i run into any problems.      Much appreciated

    @ yea its for my zealot frenzy , theres a recipe shop with no recipes inside ;P cause i didnt know how to make them

    Posted in: Team Recruitment
  • 0

    posted a message on Data, Undocumented fields.

    thank you kueken531 ,  much appreciated  :)

    Posted in: Wiki Discussion
  • 0

    posted a message on Hero Revive Problem

    well honestly, the data editor is the only 100% foolproof no foul up way of reviving heroes. However in my map i use both methods , cause the triggered one doesnt like to fire all the time.

    -For the data editor method all you need to do is make sure heroes death time is Infinte (lasts forever), and create an ability based on Revive.  then give that to the unit you want to do the reviving for.

    -For the triggered method, Its usually involves using a Wait  , Then use a custom script =                 General - Custom Script: UnitRevive (lv_dieingHero);

    Dieing hero is a local variable for "triggering unit"      (likewise, hero death time has to be set to infinite)

    Posted in: Triggers
  • 0

    posted a message on Data, Undocumented fields.

    heres a few i dont really know the meaning of, anyone care to explain?

    -What does "best unit" stand for?

    -whats the difference between "channeled and channeling " flag in persistent effects?

    -whats the difference between "source" and "unit origin"?

    -what does "orphan parameters" stand for in a persistent flag?

    -what does "smart click" and "smart rally" stand for in an issue order effect?

    -what does the effect "iterate transport" really do?

    -what does the behaviour called "Click response" do?

    -what does the behaviour called "Conjoined" do?

    -what does the behaviour called "Creep sauce" do?

    - what does the behaviour called "Wander" do?

    -what does the effect called "create healer" do , if you are going to heal units arent you going to use "modify unit instead" what does create healer really do?

    -what does the effect "switch" do?

    Posted in: Wiki Discussion
  • 0

    posted a message on I like triggers.

    yea definitely, need 1 with 3 components, and 4 components

    Posted in: Team Recruitment
  • 0

    posted a message on Burrow and Unburrow - How to retain unit health?

    make sure both life amount and life starting amount is exactly the same on both units.

    Posted in: Data
  • 0

    posted a message on I like triggers.

    thanks deathorn for this, ill put it to good use  :)

    Question, say i need an a recipe to require more than 2 components,  should i just add more to the conditions?  and create new local variables for the items?

    Posted in: Team Recruitment
  • 0

    posted a message on I like triggers.

    for implementation , maybe a graphic icons of the 2 or 3 items needed to make the Recipe .   When the final component is purchased it should do it automatically.    (by automatically i mean removing the items and granting the proper item)

    thanks

    Posted in: Team Recruitment
  • 0

    posted a message on I like triggers.

    its a trigger than can combine 2 items to make 1 better item.  

    Basically conditions check to see which items you have, and if its true, Remove the items and create the new one.

    Something along those lines

    Posted in: Team Recruitment
  • 0

    posted a message on WC3 to SC2 Model Conversion

    is it possible to have like a mod with literally 20X of these models,      Then add it as a dependancy without having to increase map space?

    Posted in: Artist Tavern
  • 0

    posted a message on How to piss people off

    @obliviron:

    hahahah

    Posted in: Off-Topic
  • To post a comment, please or register a new account.