I think there is a more elegant solution to this...
The basic idea is that you just pass over the string and concatenate every char in the string with another call of the function which in turn will receive the original string Without that character. At length == 1 you just return the string.
Yes, but I feel like this thread is about something different. Not really sure what, though.
Basically just create a new mod. Open the imports manager, import all your models, save. Then just add the mod to your main map, both locally and on bnet. Voila, all the imported files should appear in the files as if they were imported in the main map.
No map will ever be completed privately. Period. No map can be relased 100% bugfree, or even worse with gamemechanics that just dont fit your audience or the plattform. Some things you cant anticipate. So, if your goal is to truly make a great map, start testing as soon as the map is playable. It's also way more fun, it gives you motivation.
BUT the idea is to use that input for improvement. So I somewhat agree with the op, most maps out there dont really seem to use the feedback. They just end up unfinished. Also agreed, the testing for improvement should never be public. The pop system only gives you one chance... ;-)
Imo the checkpoints are a great idea. Personally I would totally base the game around that. Dont attempt to be a nexus war clone, dont add lanes...
BUT checkpoints really only make sense if there are points of interest on the map, else you would just set the checkpoint on the enemy base, right? So what about buildings that grant additional ressources/spawn/units/upgrades/abilities once they rae captured? The possibilities are endless. You could make the complete core mechanic into a mod and then make different maps, with different boni at different locations.. Sounds pretty awsome if you ask me. :-D
Appreciate the advice. This actually sounds like it could work.
But I already decided to go back to a working version. I pretty much repeated all the work I had lost and the problem didnt occur again. So its 99% not a size problem. Well, it's solved for me, but still a weird bug.
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I think there is a more elegant solution to this...
The basic idea is that you just pass over the string and concatenate every char in the string with another call of the function which in turn will receive the original string Without that character. At length == 1 you just return the string.
Shouldnt be much longer than 2-3 lines. :-P
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Sounds like the saddest drinking game ever, when played on bnet.
Go with the time: Design it specifically for Barcraft! In case you don't know wtf im talking about: http://www.teamliquid.net/forum/viewmessage.php?topic_id=277608
The events have to happen regularly, there could be hours without cheese, so consider these:
- Harrass that killed more than 5/10/15 workers
- 100/200/300 Food destroyed in 15/10 seconds. Making people drink at huge fights while be a success. :P
- Special units first appearance: Warprism/Mothership/Carrier/Battle Cruiser/THOR IS HERE/Nydus Worm/"What I'm forgetting"
Also. Make it flashy. A chat msg wont cut it. It has to be a huge custom font.
gl
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The concept is good and can definetly be a lot of fun, if implemented well. Looking forward to it. :-)
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Yes, but I feel like this thread is about something different. Not really sure what, though.
Basically just create a new mod. Open the imports manager, import all your models, save. Then just add the mod to your main map, both locally and on bnet. Voila, all the imported files should appear in the files as if they were imported in the main map.
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Huge Success!
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No map will ever be completed privately. Period. No map can be relased 100% bugfree, or even worse with gamemechanics that just dont fit your audience or the plattform. Some things you cant anticipate. So, if your goal is to truly make a great map, start testing as soon as the map is playable. It's also way more fun, it gives you motivation.
BUT the idea is to use that input for improvement. So I somewhat agree with the op, most maps out there dont really seem to use the feedback. They just end up unfinished. Also agreed, the testing for improvement should never be public. The pop system only gives you one chance... ;-)
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My 2 cents:
Imo the checkpoints are a great idea. Personally I would totally base the game around that. Dont attempt to be a nexus war clone, dont add lanes...
BUT checkpoints really only make sense if there are points of interest on the map, else you would just set the checkpoint on the enemy base, right? So what about buildings that grant additional ressources/spawn/units/upgrades/abilities once they rae captured? The possibilities are endless. You could make the complete core mechanic into a mod and then make different maps, with different boni at different locations.. Sounds pretty awsome if you ask me. :-D
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Looks kinda fun.. :-)
Have you considered using the melee AI for the cities?
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Are you going to post the answers at some point? :-)
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Bump for an interesting question.
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Appreciate the advice. This actually sounds like it could work.
But I already decided to go back to a working version. I pretty much repeated all the work I had lost and the problem didnt occur again. So its 99% not a size problem. Well, it's solved for me, but still a weird bug.
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Pretty sweet UI. The terrain looks kinda bad, though. Boring. :/
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@mnadeau1992: Go
How did you get better? :p
Afaik there aren't any solutions..?
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Damnit, 15/20...so close. :-(
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That works, but isn't there any way to modify it? =/