• 0

    posted a message on SC2 Custom Map Contest? What a fail!

    With all the negative reaction to the contest, I guess it's a forgone conclusion that Blizzard won't bother doing another one. Can't blame them if they don't.

    I wonder what the outcome would be if this site decided to rate all the entries, and if people would be any happier.

    Posted in: General Chat
  • 0

    posted a message on New Map- Space Truckers

    @horinryan: Go

    I'm a fan of the board game, and would love to see what you did. Unfortunately, I'm on the wrong servers. Have any screen shots?

    Posted in: Project Workplace
  • 0

    posted a message on Minecraft

    @progammer: Go

    Minecraft can go to 30million x 30 million x 128 blocks. Not deep at all, but very wide (with each block being 1 cubic meter, it's bigger then the surface area of the Earth). Note that if you actually built something anywhere close to that, it might not be playable.

    While I've never played minecraft, I did come across a cool, rather large construction someone did make:

    Posted in: Off-Topic
  • 0

    posted a message on Chile Miner Map

    You could always take the opposite approach and have the player rescue the miners, gathering resources to dig the shaft and fight off reporters.

    Posted in: General Chat
  • 0

    posted a message on [Beta] Diary of a Drone

    Map: Diary of a Drone
    Players: 1
    Available on the North American servers

    Dairy of a Drone is a single player game where you need to navigate your drones across a map full of hazards and obstacles. It combines elements of Frogger, Lemmings and a 'bound' map. It's available on the NA servers. Since it is single player, you will have to create a new game and search on Diary of a Drone.

    This map now features the Diablo style movement system by Progammer.

    Any feedback I can get would be greatly appreciated.

    Thanks!

    http://static.curseforge.net/thumbman/images/25/501/600x375/Diary_of_a_Drone12.jpg.-m1.png

    http://static.curseforge.net/thumbman/images/25/981/600x378/Diary_of_a_Drone_Freeway.jpg.-m1.png

    http://static.sc2mapster.com/content/images/25/574/DoaD_Help_Screen.jpg

    Posted in: Project Workplace
  • 0

    posted a message on [Library] Realtime Mouse Tracking System

    @progammer: Go

    Guess I didn't explain that very well. When you move the camera into a region that has an on-enter event, the game starts a thread for each of the dummy units that get moved into the region. If too many get moved into the region at once, such as clicking in the center of a large region, you will quickly hit the thread limit.

    I tried adding a condition to the on-enter event for the region to only check for units that are owned by a player, but it still had the error. Using fewer/smaller regions with the on-enter event solved the issue for me.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on [Library] Realtime Mouse Tracking System

    I plugged this into my map and it's working very well, even on bnet, although it's still testing.

    One problem I had was, using big zones with on enter/on exit events can create too many threads if the camera is jumped into the middle of the zone, e.g., clicking on the mini-map. Even checking for a player-owned unit in the event condition didn't solve it. It still appears to be creating a thread for all the invisible units. You can deal with this by using the larger (less accurate) scale or make smaller zones.

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on [Contest] Share Your Blizzard Custom Submissions

    Dairy of a Drone is a single player game where you need to navigate your drones across a map full of hazards and obstacles. It combines elements of Frogger, Lemmings and 'bound' map.

    I'm currently looking for a few more people to beta test. If you're interested, enjoy bound-style maps, and are on the US servers, drop me a PM.

    http://static.curseforge.net/thumbman/images/25/501/600x375/Diary_of_a_Drone12.jpg.-m1.png

    http://static.curseforge.net/thumbman/images/25/504/600x375/Screenshot2010-09-21_22_39_00.jpg.-m1.png

    http://static.curseforge.net/thumbman/images/25/574/600x375/DoaD_Help_Screen.jpg.-m1.png

    http://static.curseforge.net/thumbman/images/25/505/600x375/Screenshot2010-09-21_22_36_42.jpg.-m1.png

    Posted in: Project Workplace
  • 0

    posted a message on Compendium On Map Creation And Design

    @EternalWraith: Go

    Nice thread and a great idea for a post. I started writing the following as a response to a question in the Blizzard contest submissions thread, but as it grew, I thought this would be a better place to post it. Some of this has been mentioned, but is worth repeating.

    Don’t bite off more than you can chew

    If you have never made a map before, start with a small mod. Everything you want to do will take 3 times longer then you expect, especially if you don’t know the editor. If you have made a map before and have a deadline, such as a contest, start with a small mod. Everything will still take 3 times longer then you expect. Plan accordingly.

    Get core mechanics working early

    Get the ‘game’ parts of the map working sooner rather than later. Nobody is going to care if you have the most beautiful terrain on battle.net if your map is buggy or not fun. Get a fun, working map, and then make it pretty.

    Take notes of issues and ideas while playing/testing

    If you notice something you need to fix or adjust in your map while you are playing it, write it down when you see it, so you don’t forget to fix it.

    Use a test map

    If you need to test or experiment with a concept, it’s sometimes quicker to create a new map to play around with the idea there rather than try and force it into your existing map. Not only can it save on load time for testing, but you can test it without all the clutter of the rest of your map getting in the way.

    Save often

    Save your work often, especially after completing a major feature. Save iterations of your map as different versions, so if you need to go back to an old version, you can.

    Beta testers

    There are right and wrong ways to test. Before you let someone beta test your map you should 1) get your core mechanics working the way you want them to, 2) fix the known bugs, 3) let a beta tester know what needs testing and what not to worry about yet (ie: focus testing). If you don’t, you’ll get feedback on all kinds of things you haven’t worked on and burn out your beta testers at the same time.

    Actively solicit and be open to constructive criticism from your testers. I’ve had many beta testers that didn’t feel comfortable saying something bad about a map, so I’ve had to start always asking questions like what thing or things did you like the least about the map, or what would you change? Getting praise is much easier then getting criticism, but constructive criticism is MUCH more useful. At the same time, don’t let criticism bother you. Embrace it. You don’t have to agree with it, but at least consider what other people think. Finally, before you release, have a tester who has never seen the map try it. Getting a fresh perspective can really help find little things that you may have taken for granted.

    Brainstorm with another person

    Any idea can be made better, even yours. Just because you had the idea, doesn’t mean that other people can’t improve on it or add other/better thoughts. Listen to other people’s ideas and share your own with them. Even if you don’t use their ideas as presented, sometimes the core of the concept can be made to work. Of course, you don’t have to take every idea presented, but that’s what brainstorming is about.

    Schedule your time and don’t forget to take breaks

    Sometimes, I find myself staring at my map and not getting anything done. If this happens, take a break. You can either work on a different part of the map, such as terrain, or get up and take the dog for a walk or watch a TV show. A 10 to 30 minute break can do wonders when things come to a standstill, just don’t forget to get back to the map.

    Create cheats

    Cheats didn’t start out being cheats. They were/are debugging tools used to making testing easier. Create ways to quickly go in a test certain areas of your map, such as quick ways to level up, skip to certain areas or levels, pause enemy units or display debug messages. They will save a lot of time.

    Load screens and presentation

    Your load screen and map images form a player’s first impression of your work. I don’t need to tell you how important these first impressions are. I realize that many map developers aren’t artists, but that doesn’t make it ok to just throw a bunch of text on the screen and call it a day. You are putting a front on all that work you just finished putting into your level; it’s your call on how you want to present it.

    Posted in: Project Workplace
  • 0

    posted a message on Last Campaign Mission - Explosion

    @Robbepop: Go

    The pod is a zerg unit (I forgot the name) and automatically does the falling from the sky/breaking open animation when it is created. Once the animation is done, just create new units at the impact location. I don't believe you can 'load' units onto the pod like you would a medivac, but haven't tried.

    Posted in: Miscellaneous Development
  • 0

    posted a message on remove all units for a player / remove gas geysirs

    I use a pick each unit in entire map owned by play 1 and remove the picked unit. It works fine for me.

    I then manually create a new gyser at the location of the old ones (I think I put a way point to mark the location, but you could probably grab the locations of them all with a pick each unit conditional statement..

    Posted in: Triggers
  • 0

    posted a message on WarEdit-like "Do nothing" action

    If you really want, for readability, you select the else and press Ctrl+/ and enter Do nothing() in the text area, but it's not required.

    Posted in: Triggers
  • 0

    posted a message on Make a unit attack units that are only in a certain region?

    Another approach would be setting a target invulnerable to the cannon if it's not in the target region. There's a behavior you can add to a unit that makes it invulnerable to a specific unit. Just enable it if the target is not in the lane.

    Note, I just stumbled across this last night and didn't actually test it, but the functionality looked to be there.

    Posted in: Triggers
  • 0

    posted a message on trigger fires when minerals = X through X....?

    @fr0d0b0ls0n: Go

    There is an event that will trigger when the amount of minerals a player has changes, and you can get the player number for the triggering player, but beyond that, Fr0d0b0ls0n's algorithm will do what you need.

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Dialog coordinates

    @xxQdotxx: Go

    Not that I'm aware of. Usually for that type of thing, I'll make a new map containing just the dialog box for testing. Once I'm happy with the layout, I can copy/paste it into my map.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.