We know that WASD lags a ton over bnet right now, but I think some older retro games can still be made multiplayer and massively successful, because they'll play off our own nostalgic memories of gaming, but combined with online multiplayer. Someone needs to make multiplayer Scorched Earth or Missile Command. :D
? You seem to have gotten the idea that I'm impatient or even frustrated with Bnet. I'm not, as I've played games with far inferior support in the past, and I think that Blizzard is still leagues ahead of other developers.
I'm only saying that the problem with the lag lies with new bnet patch, and that since the problem is bnet and not the maps, said maps shouldn't need to alter their code to compensate. If your map ran without lag even in multiplayer with the Lost Temple patch, then it should be reasonably expected that the map should run just as well when publishing is reimplemented.
Oookay. But that still says that the maps havent changed, its just that Bnet has gotten laggier at handling their requests and that the map functions, whilst contributing slightly to latency, would not be a problem if Bnet hadn't taken a turn for the worse.
Didn't people play custom maps over bnet using the Lost Temple patcher? Wasn't the latency fine then? Isn't that already an indicator that patch 13 introduced something new that causes the SAME maps that worked fine before with multiple players to now lag?
Is it possible to move the position of which the objectives list appears? (its default top left corner) Or would I have to manually create a new box elsewhere, and not use blizzards built in objectives system at all?
Thus far I have not been able to find an acceptable method of creating gates or doors in the editor. I've thought about using the doodad gates, but I dont remember there being a way to move or animate doodad coordinate transitions with scripts. I also tried applying a doodad gate model to a unit, but using the 'Change Z value' commands can only raise the gate, but never sink it into the ground, as the units cannot clip into terrain.
Is there something I'm missing here, or is it impossible to make a terrain-ignoring gate entity?
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We know that WASD lags a ton over bnet right now, but I think some older retro games can still be made multiplayer and massively successful, because they'll play off our own nostalgic memories of gaming, but combined with online multiplayer. Someone needs to make multiplayer Scorched Earth or Missile Command. :D
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Im working on something very similar myself :). good luck ^^
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? You seem to have gotten the idea that I'm impatient or even frustrated with Bnet. I'm not, as I've played games with far inferior support in the past, and I think that Blizzard is still leagues ahead of other developers.
I'm only saying that the problem with the lag lies with new bnet patch, and that since the problem is bnet and not the maps, said maps shouldn't need to alter their code to compensate. If your map ran without lag even in multiplayer with the Lost Temple patch, then it should be reasonably expected that the map should run just as well when publishing is reimplemented.
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@MotiveMe: Go
Oookay. But that still says that the maps havent changed, its just that Bnet has gotten laggier at handling their requests and that the map functions, whilst contributing slightly to latency, would not be a problem if Bnet hadn't taken a turn for the worse.
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Didn't people play custom maps over bnet using the Lost Temple patcher? Wasn't the latency fine then? Isn't that already an indicator that patch 13 introduced something new that causes the SAME maps that worked fine before with multiple players to now lag?
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Is it possible to move the position of which the objectives list appears? (its default top left corner) Or would I have to manually create a new box elsewhere, and not use blizzards built in objectives system at all?
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Thus far I have not been able to find an acceptable method of creating gates or doors in the editor. I've thought about using the doodad gates, but I dont remember there being a way to move or animate doodad coordinate transitions with scripts. I also tried applying a doodad gate model to a unit, but using the 'Change Z value' commands can only raise the gate, but never sink it into the ground, as the units cannot clip into terrain. Is there something I'm missing here, or is it impossible to make a terrain-ignoring gate entity?