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No idea on desmondlai30 or ScorpSCII, I've just started working on mine again after a 3-4 month break myself. Saw your recruitment post, good luck on finding a data guy who won't touch your shit, lol. I have a tendency to throw trigger/data hybrids together all the time myself, simply depends on what seems like it will do the job the best way, is the easiest way to implement it, etceteras. Although at this point, I don't want anyone touching my triggers either.....
You guys still doing your mapmakings and such?
Skype: [email protected]
Current Project: Custom Hero Something-er-Nother
I see that. To be honest I have hardly played my prize, getting too busy with the Alpha of my project recently getting released and all that. It is looking better all the time, but still a lot to go to make it as good as it can be. Polish is a horrible thing to apply....
Yo deadzergling, we're taking all of the Realm Of Gamers giveaways! :O
Developer of Aradia
Yep Glorn, I am still active around here. I have got addicted to melee map making, so I am currently spending most of my time around the TL melee forums seeing that sc2mapsters melee forums are barren. With my interest for that, I am also currently working on a melee analyzing tool mod to help out myself and my fellow melee mappers. Sorry that I didnt respond to your question earlier, I don't check my team pages very often.
Any of you still play/update sc2 much? I have been super busy with work IRL, and get 2 days a week near my computer. After D3 failed me hard; I started playing Path of Exile. If any of you like the diablo 2 style of game; this is a great choice in games; and only costs 10 dollars to get in the beta. It is free to play when it becomes open beta in a couple of months.
I have kept up a little bit on this newest patch; and it looks great. Checking in on sc2 on occasion; the hours played on custom games are still pretty floored. Saddening really; such a great editor. Wc3 has 2-3X the players of SC2; so I have been over there trying out some of the newer releases; doesn't take long to get a full house on a random game.
Good stuff Glorn, congrats on getting booted from TG as well. The drop in HD space used is indeed a good thing, but the real nice part about all this is that the more compact your code, the easier it is to make changes when needed. The execution time differences will be negligible assuming you had good efficient routes of getting things done in the first place, but that is another nice part about compact, less culprits to investigate to get rid of any lag issues. I'm off to run some errands anyways, hope your map picks up some hours!
Just like to point out with excitement, after re-triggering my map with action definitions, and some well made multidimensional loops I have some great numbers to show. I can improve maybe 25% more or my triggers in various ways; but I got all of the major things out of the way.
Trigger Size: From 1.78 MB to .83 MB
Trigger Count: 65 to 37
Events: 76 to 51
Function Calls: 10,200 to 3,600
I am unable to accurately measure the change in run time for my larger triggers which have been condensed to switch functions in action definitions. From what I can tell, the run time really hasn't changed much at all; but the triggers are muchhhh shorter. The only clear numbers I have are in game initialization times; which on a cold start were reduced from 2800ms to 900ms; and the 900ms now loads quite a bit more content. From a warm start, those numbers are 300ms down to 125 ms.
Also, using a few other methods of recording things and applying buffs, I have greatly reduced the chances of a late-game "lag" buildup; or any "lag-spikes".
Just my pride mark of the... past few weeks.
Interesting thing; kinda saddening, that I noticed. That "King of the Hill" system I made; which I had no interest in.. took 2 hours. This tug of war, I am up to 12 hours of work on; but have it 80% done (Still adding units, and unit abilities). However, CHA, my heart and soul of a game, which I am making for myself, because I want to play it with other people... I am at a solid 350 hours on... Though, in my defense, about 50 of them were learning various things in the editor.
Scorp made Amira TD in a week; if I recall correctly; at least his first version of it. Which is a pretty decent TD; the major drawback only being that it is single player. Zerg spends an ungodly amount of time on his RPG, which after talking to him, he is making for himself.
Just a funny comparison between projects that you sit down to do, and get done; and projects that you personally have a burning passion to complete.
I feel ur pain. My limits are in my ability to make the maps, but I have a good eye for what players like of this sc2 community. not hard to beat by simply looking at the first page of the popularity list... (its flawed and in motion for improvement yea yea we know.)
Making a good map for other people possible grinding through to please others and not so much yourself, compared to making a map for yourself that you alone would enjoy making and see to the finish easily. AND THEN topping all of this is your ability to make a map and the resources you have. 3 things to consider when judging any type of map editor.
Team Genesis: Founder/Leader Skype: Grasso2012 or Add me in-game 558