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    posted a message on Patch 2.0.10 healing bug

    The new patch seems to have broken the rate at which medics heal in my map, from what I've heard some other maps have similar issues.

    It heals at an extremely slow speed compared to before, without knowing what exactly has been changed I can't figure out how to get back to the same rate of healing though.

    Anyone knows what exactly has been changed specifically? Some field that takes different values now?

    Did not upload any new version so I'm quite certain it's related to the patch.

    Posted in: General Chat
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    posted a message on Verdure

    Been working on Verdure for a while now and it's been public for about a month. It is still far from finished however and I'd appreciate any feedback on how to improve it. It's a map for 12 players that's intended to be played with a full house. This is the battle.net description:

    "War is upon you. Choose from 12 unique factions spread across 6 teams. Protect your spawns by constructing castles. Make sure to choose the targets of your attacks carefully, as only one team may claim victory."

    Gameplay is that of a spawn-based map, but it has some features I believe set it apart from other maps in the genre:

    • All 12 factions have a unique theme and set of units.
    • Very different game dynamic caused by having 6 teams.
    • Unique hero abilities.
    • Events to construct bases.
    • Capturable neutral unit spawns.
    • Varied modular upgrades for all factions.
    • Randomized neutral heroes that can be hired at a tavern.

    Screenshot of the map:

    Verdure

    The map has been getting daily patches for some time now and it's uploaded on both US and EU.

    Currently working on:

    • New and more varied modular upgrades.
    • Giving a unique ability to all heroes.
    • Additional capturable bases.
    • General balance and aesthetics.
    • Adding lore (although gameplay is the priority right now).
    Posted in: Map Feedback
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    posted a message on Drop screen for all when a player is defeated.
    Quote from willuwontu: Go

    End game in defeat (no dialogs, show scorescreen)

    Try that

    This actually worked, it also stopped the "Any Player Leaves" trigger from firing I've noticed, so those 2 in combination are likely what was causing the problem.

    Thanks a lot!

    Posted in: Triggers
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    posted a message on Drop screen for all when a player is defeated.

    There is an issue with my map that when a player's game ends in defeat, it works for them as intended, but every other player gets a drop screen listing that player. This seems to happen every time a player is defeated and the 60 second countdown each time gets extremely annoying. It never happens when a player leaves or a player is victorious.

    My defeat trigger seems quite simple so I'm not sure what could be causing this problem, has anyone experienced this issue in their map or knows a solution for it?

    For reference this is what my defeat trigger looks like:

    defeat trigger

    Posted in: Triggers
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    posted a message on Map causing client to freeze/crash for all players simultaneously

    It seems I've found what was causing the problem. One of my units had the search area for his attack referring to the set instead of the damage, causing a "set > persistent > search > set > persistent > search..." kind of loop. Every time he initiated an attack the game client would freeze/crash for everyone.

    Strangely enough I could not reproduce it when testing in editor, but when I tried it on battle net it would crash every time the specific attack initiated. So I guess there's some kind of difference between using test in editor or having the map on battle net itself.

    Anyway, I hope this helps people experiencing similar crashes, thanks for pointing me in the right direction.

    Posted in: General Chat
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    posted a message on Map causing client to freeze/crash for all players simultaneously

    @Kueken531: Go

    So loops can cause this kind of crash?

    I've gone over the triggers again and I'm quite certain there are no loops there, so I'd assume there is a loop somewhere in the data editor. Having been unable to reproduce the crash thus far, how would one go about locating a data editor loop? Also curious if there can be a loop in actor events or should I be focusing my search on effects and weapons.

    Posted in: General Chat
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    posted a message on Map causing client to freeze/crash for all players simultaneously

    I've been working on a map for some time and have recently started testing it with a full house.

    The last 3 times I've tested it between 5-20 minutes after the game started, everyone had their client lock up simultaneously with no error, no replay generated, no nothing. I've waited as long as 10 minutes but nothing ever resumes and the only way out is alt f4 or task manager.

    Haven't had any luck finding someone who recognizes the problem least of all someone who knows a solution. I'm quite certain it's not the triggers since I went over them extensively after the second time this happened and rewrote many of them. Haven't had any luck recreating the bug with test in editor either.

    If anyone recognizes this kind of crash or has a clue what might be the cause, I'd be most grateful to know.

    Posted in: General Chat
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