I'm starting a new map called Mini - Wars or something like that. It is a combination of quick mini games with a points system and overall winner.
So what I’m looking for is ideas for my map. Unfortunately I can offer no reward but maybe putting the game in my map but for any1 who has a good idea and wants to share it here’s what I’m looking for.
Requirements:
Players: The game must be able to be played with up to ten players and at least 3.It needs to rank all the players so that there is a first place second place ect.
Area: The total area used by the game should be about 16 by 16 (it is a mini game after all) and the max should be 32 by 32. The whole area should be able to fit in one region so that the set camera bounds action can be used. The base terrain setting should be barrens if possible.
Imports: Imports are encouraged to enhance the game but I’m putting a 300kb limit that is negotiable.
Originality: Obviously an original map is better but I don't mind a remake of an old favorite as long as it has an original twist. For example Pass the bomb with different rounds ect.
Enjoyment: The map should be fun and easy to learn about and adapt to.
Triggering: A well triggered map is best with as few variables as possible (and try to use arrays for each player). The triggers should be leak free and cause the minimum amount of lag.EDIT : All triggering must be in GUI no JASS or the like
Terrain: I would like a better looking map with terrain that matches the game.
Units: The unit should once again match the game and have correct health movespeed ect.
Compatibility: Okay, there is nothing you can really do for this section but follow the rules and guidelines I’ve set but these points are for the compatibility with my map.
You can post your ideas in this poll but only games that are made will be marked. The maps should be posted on this site in the spell section (unless you think its better in the maps section) as well as being e-mailed to me at [email protected] because I have trouble downloading because of my internet.
A well triggered map is best with as few variables as possible (and try to use arrays for each player). The triggers should be leak free and cause the minimum amount of lag.
... A well triggered script will have plenty of variables, if not a lot, to remove the leaks. Using little variables limits you to such small script... Dunno what you're talking about... EDIT: you also posted this twice >_> --donut3.5--
okay i'v decided to change the marking system a lttle and added enjoyment which gives marks acording to how fun the game is as well as how easy it is to learn to play. the reason i decreased the marks for triggers is because mini games are all about fun not so much the way they work.
@donut3.5 the reason i say use as few varibles as possible because some people use them when they shouldn't for example : a varible for each and every different dummy used instead of just adding a timmer to them. making unit groups when doing something to a random ally or enemy instead of the unit group matching condition fuction.
A spell also doesnt need variables to run. For example some people use variables like casting_unit attacking_unit and target_unit when you could use "triggering unit,attacking unit,damage source or target of ability being cast".
i admit this aproach can limit what you can do but it makes it so much easier and simpler.
I hav no objection to you using 30 variables but try to use as few as possible.
Kixer @donut3.5 the reason i say use as few varibles as possible because some people use them when they shouldn't for example : a varible for each and every different dummy used instead of just adding a timmer to them. making unit groups when doing something to a random ally or enemy instead of the unit group matching condition fuction.
A spell also doesnt need variables to run. For example some people use variables like casting_unit attacking_unit and target_unit when you could use "triggering unit,attacking unit,damage source or target of ability being cast".
Hmmm... Ever hear of memory leaks? Those are why you must have unit group variables for unit groups to destroy them. Ex. Set AntiLeak_GROUP = blahblahblah Pick every unit in AntiLeak_GROUP and do blahblahblah Custom Script: call DestroyGroup (IDK if destroy group is entirely right... something like that.) anyways call DestroyGroup (udg_AntiLeak_GROUP) That way games won't leak later on. Of course don't do that if you're gonna need the variable later on. And when you're using spells that require more than one trigger then you definitely need to set the caster and the group targeted or w/e... But I see where you're coming from. --donut3.5--
ya i'm kinda new to the whole leaks thing but iv never realy noticed any problems that my maps give.
I do use variables alot because of diff triggers for example the event-time every blablabut i try to keep them to the minimum if possible. I would rather add 5 new actions than add one variable.
Hallfiry
#7
German?
If I took part, can I give you the minigame in german or do I have to translate it?
mmmm size is kinda an issue for me.... because i want to use alot of mini games that have their own imports the map gets a bit larger than i would want it...
but please submit your map no matter how big it is but dont go out of your way to make it huge... but if the map is too big you will lose marks for compatibility.
I realy want to learn Jass but i can't find a good guide... I have no programing experience so i cant realy teach my self.. My major problem is with this whole return and takes thing...