I can see people have been playing my map on bnet, could use some input, the maps got a little lag and alot more work to be done anyone interested in helping with this project please contact me, any ideas and concerns will be taken into account.
WWII Destruction is a WWII d-day map Where you storm the beach of normandy in order to take over nazi occupied france
getting something like 25 games per hour seems there are some people interested in my map, if anyone has any vital input please feel free to add your 2 cents video coming soon.
Anyone good with triggers want to assist with my project? could use some help from the community with this project, seems like i have a decent idea, and seems like the map is moving up the popularity list. im going to go grab fraps and make you guys a nice video of the map, maybe i can get someone to post something in this thread other than myself lol
Thanks for every SC2Mapster without your community there would have been no way for me to start this map.
EpicDo0om
EDIT: Got The Video up and it it still processing but here is the link, tell me what you think!
^ I hear ya. I had a project going (see the discontinued one in my sig) which reached 2900 games in popularity and then plummeted. In about a month I only had about 10-13 people give any feedback at all. The popularity went down because nobody was reporting issues or letting me know what they liked/didn't like and I finally gave up on it.
Seems like a neat idea, but I worry over monotony. What else can the player do besides watch their troops go in and die over and over again? Also, it seems like the attackers are destined to win every time, since even without any intelligent control, they eventually pushed through those bunkers. If you're looking for replayability, you should come up with more for the user to actually have control over. Alternate routes, abilities, troop upgrades, etc; would all add alot to the game. I'm a strategy junkie, so to me, the more options you have, the better. Especially if there's no way to 'max out' your units.
well the only reason the Uncontrolled players are making it through is because the 2nd players defense is kinda half assed, and i have both spawn attacking one location if you let the red go alone, they wont make much progress. and i plan to have it all balanced as such,
The idea is to make the player macro all of the units or they end up running to there death, and i know i need a lot more content! and i mean a lot.
Problem is at the moment I am Fairly new to mapping with this editor, and i am coming to the point even now that the map is starting to lag with so many units
So i need someone who i can bounce idea's off , someone with trigger exp, so i know what i can actually do and techniques to reduce lag and make the map seamless.
Speaking of what i need, you saw how the units would leave or get stuck in route to attack anything i can do to fix that? It causes lag i've noticed if you try to play 1player after a bit.
Seems to be flawed being they get stuck and or stop half way there on dodads
I Am also having some issues with my leader board i am adding , used the MaulWare Walk-through and Im getting multiple boards and no kills weird stuff.
count#ofplayersEventsGame-MapinitializationLocalVariablesConditionsActionsPlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsVariable-ModifyPlayerCount:+1Trigger-RunCreateLeaderboard(IgnoreConditions,Don't Wait until it finishes)---------------------------------------------------CreateLeaderboardEventsLocalVariablesConditionsActionsLeaderboard-Createaleaderboardwith2columnsand(PlayerCount+1)rows,withthename"Leaderboard",andusing(100%,100%,100%)color.Variable-SetLeaderboard=(Lastcreatedleaderboard)Leaderboard-SetLeaderboarditemtextatcolumn1androw1to"Player"Leaderboard-SetLeaderboarditemtextatcolumn2androw1to"Kills"Timer-StartupdatetimerasaRepeatingtimerthatwillexpirein1.0GameTimesecondsTrigger-TurnUpdateLeaderboardOnUpdateLeaderboardEventsTimer-updatetimerexpiresLocalVariablesPlayer=1<Integer>Position=2<Integer>ConditionsActionsGeneral-While(Conditions)aretrue,do(Actions)ConditionsNotConditionsPlayer>PlayerCountActionsLeaderboard-Set(Lastcreatedleaderboard)itemtextatcolumn1androwPositionto(NameofplayerPlayer)Leaderboard-Set(Lastcreatedleaderboard)itemtextatcolumn2androwPositionto(Text(Kills[Player]))Variable-ModifyPlayer:+1Variable-ModifyPosition:+1
Could Use Some Moar Experienced Eyes Helping Out With This Project
Thanks for the Input
EpicDo0om
P.s. I enjoyed Formation D, i didn't have many idea's i was just pist i kept losing to the outside lane. you have a great idea going with Formation D . What i purpose is FORMATION WARS
Risk type game / Command your formation to destroy fellow players that would be epic and unheard of, something like Empire totalwar/sc2/risk i dunno. Formations wars is a great map and i Appreciate your input on my newb map
Ahh thanks. Cool to hear that you played Formation Defense. I've never made a leaderboard (made my own multiboard for Formation Defense, but never tried an official 'leaderboard'). I'll have to experiment with it a bit to see what's wrong. You could try pming me your map (I won't steal it or anything).
As for the idle units: I have two suggesitons here. 1. Change the Issue Order action so it presents the order to the Last Created Unit instead of going by region. It's possible some of the spawned units are getting knocked out of the region by the others and isn't receiving its order. 2. Create a new trigger that looks something like this:
Events:
Unit Becomes Idle
Conditions:
Check to make sure the owner of the triggering unit is equal to a player that should be moving
Actions:
If/Then/Else statements which order each unit to Attack the position they're originally supposed to move towards (I say if/then/else, since I assume you'll need something like If Player = 1 then send to this point, If Player = 2, send them to point #2, and so on).
This would prevent you from saving up massive amounts of units, but it would stop them from getting stuck. I've found that when large clusters of units move together, they can get stuck on one another and forget their orders. Alternatively, you could only run the above trigger if the unit is not currently selected by its owner. That way, anything the user had selected would stay put, but everything else would continually run in.
seems like a good idea, but it seams that trigger is going off 1million times a minute, so i think its probably causing moar lag than anything else, that and it didnt do anything for player 2 which while testing clearly isnt under any players control which just left them standing all over the map just like before. im not sure what to do ill set up something like an ftp: server so you can access the map file at anytime
Wow its Really Like Pulling teeth around here trying to get some input on my map FFS 64 views and no one even bothers to say YOU SUCK.
YOU SUCK! (kidding :D)
But yeah don't you hate it when you get like 1000 views and 10 comments? Seriously my tutorials have 11 THOUSAND views collectively and about 50 comments or less total. lol....Anyway, to get more posts why dont you talk about the map, how it plays, what you do, etc...Maybe ask some specific questions. You posted 'check out my map and post comments please'. Thats way to much effort for most people. Logging into starcraft 2, searching through for your map and playing it just to post a comment? Most people don't even read the entire post. Also most people post stuff like this in project workplace. I think it gets a lot more views overall, so maybe you can post there? (not sure if thats allowed or not...)
Neat map, spent an hour or two playing it through with a friend. One problem - after you kill everything, there is a row of tanks to the right. You can't access them. There's no way to finish the map! I was soooo disappointed by that!!
yeah this is still an alpha map, there are still A LOT of things that arn't done, most of the objectives arn't even written yet lol, so i do apologize for that and i hope you will continue to play newer versions when i post them.
Did 1.2 break parts of your map? When I played it, Raynor's breaching charge wasn't working. (I assume you're supposed to be able to target the barricades at the beach?) Also, same with the tank's attack. It wouldn't auto target, and when I told it to specifically attack something I got an error. Beautiful waste of resources. Finally, I got the same error when trying to load units into the transport.
My critique is that it was aggravatingly hard to actually get to the tanks (I played the far left beach). I would save up my dudes until I had the max number of guys and tell them to attack. By the time I got to the area with a crap load of spider mines, all but a handful were dead and I had to bail out Raynor, which left the rest to absolute slaughter. At that point, I gave up.
Also, it would be nice if there were more upgrades, the units were worth spending my resources on, and the transport tanks could do a halfway decent job of staying alive.
Just played this for over 2 hours... it was fun but in the end it was broken... I managed to kill two sets of tanks but I wasn't able to finish killing all the tanks since there is no way to get to the ones on the far left of the map (I assume that the broken bridge there is meant to be intact). It would be nice if this was a little less tedious, maybe reduce the number of ghosts on the cliffs by half or reduce the damage they do. By the time you make it up the the ramps you army is whittled down to the point where you are only left with enough forces to kill a couple ghosts and then you need to do it all over again.
So far it looks good and I had fun playing it; but it needs to be beatable for sure.
yeah the transports were only for vision initially i am buffing them now.
i am currently adding a whole list of idea's and ways to reduce lag while adding fun.
The tanks cannot attack bunkers only units, but it does totaly destroy units like butter, so im unsure if im going to nurf the dmg, and make it attack bunkers, or if i will leave it as it is.
lol the breaching charge was just a left over to be honest but that's a good idea, so implemented :P
What is your take on the bunkers? too hard? to easy?
WWII Destruction is up on US servers please check it out:
under custom /faster/new
could use any feedback you have
I can see people have been playing my map on bnet, could use some input, the maps got a little lag and alot more work to be done anyone interested in helping with this project please contact me, any ideas and concerns will be taken into account.
WWII Destruction is a WWII d-day map Where you storm the beach of normandy in order to take over nazi occupied france
Enjoy!
Pictures comming soon
@EpicDo0oM: Go
getting something like 25 games per hour seems there are some people interested in my map, if anyone has any vital input please feel free to add your 2 cents video coming soon.
Anyone good with triggers want to assist with my project? could use some help from the community with this project, seems like i have a decent idea, and seems like the map is moving up the popularity list. im going to go grab fraps and make you guys a nice video of the map, maybe i can get someone to post something in this thread other than myself lol
Thanks for every SC2Mapster without your community there would have been no way for me to start this map.
EpicDo0om
EDIT: Got The Video up and it it still processing but here is the link, tell me what you think!
@EpicDo0oM: Go
Wow its Really Like Pulling teeth around here trying to get some input on my map<sub> FFS 64 views and no one even bothers to say YOU SUCK.</sub>
really whats the deal? this forum is for getting feedback and im not getting a damn word let alone any constructive feedback
^ I hear ya. I had a project going (see the discontinued one in my sig) which reached 2900 games in popularity and then plummeted. In about a month I only had about 10-13 people give any feedback at all. The popularity went down because nobody was reporting issues or letting me know what they liked/didn't like and I finally gave up on it.
Seems like a neat idea, but I worry over monotony. What else can the player do besides watch their troops go in and die over and over again? Also, it seems like the attackers are destined to win every time, since even without any intelligent control, they eventually pushed through those bunkers. If you're looking for replayability, you should come up with more for the user to actually have control over. Alternate routes, abilities, troop upgrades, etc; would all add alot to the game. I'm a strategy junkie, so to me, the more options you have, the better. Especially if there's no way to 'max out' your units.
@wingednosering: Go
well the only reason the Uncontrolled players are making it through is because the 2nd players defense is kinda half assed, and i have both spawn attacking one location if you let the red go alone, they wont make much progress. and i plan to have it all balanced as such,
The idea is to make the player macro all of the units or they end up running to there death, and i know i need a lot more content! and i mean a lot.
Problem is at the moment I am Fairly new to mapping with this editor, and i am coming to the point even now that the map is starting to lag with so many units
So i need someone who i can bounce idea's off , someone with trigger exp, so i know what i can actually do and techniques to reduce lag and make the map seamless.
Speaking of what i need, you saw how the units would leave or get stuck in route to attack anything i can do to fix that? It causes lag i've noticed if you try to play 1player after a bit.
currently using
Seems to be flawed being they get stuck and or stop half way there on dodads
I Am also having some issues with my leader board i am adding , used the MaulWare Walk-through and Im getting multiple boards and no kills weird stuff.
and My Variables
Could Use Some Moar Experienced Eyes Helping Out With This Project
Thanks for the Input
EpicDo0om
P.s. I enjoyed Formation D, i didn't have many idea's i was just pist i kept losing to the outside lane. you have a great idea going with Formation D . What i purpose is FORMATION WARS
Risk type game / Command your formation to destroy fellow players that would be epic and unheard of, something like Empire totalwar/sc2/risk i dunno. Formations wars is a great map and i Appreciate your input on my newb map
Ahh thanks. Cool to hear that you played Formation Defense. I've never made a leaderboard (made my own multiboard for Formation Defense, but never tried an official 'leaderboard'). I'll have to experiment with it a bit to see what's wrong. You could try pming me your map (I won't steal it or anything).
As for the idle units: I have two suggesitons here. 1. Change the Issue Order action so it presents the order to the Last Created Unit instead of going by region. It's possible some of the spawned units are getting knocked out of the region by the others and isn't receiving its order. 2. Create a new trigger that looks something like this:
Events:
Conditions:
Actions:
This would prevent you from saving up massive amounts of units, but it would stop them from getting stuck. I've found that when large clusters of units move together, they can get stuck on one another and forget their orders. Alternatively, you could only run the above trigger if the unit is not currently selected by its owner. That way, anything the user had selected would stay put, but everything else would continually run in.
@wingednosering: Go
seems like a good idea, but it seams that trigger is going off 1million times a minute, so i think its probably causing moar lag than anything else, that and it didnt do anything for player 2 which while testing clearly isnt under any players control which just left them standing all over the map just like before. im not sure what to do ill set up something like an ftp: server so you can access the map file at anytime
YOU SUCK! (kidding :D)
But yeah don't you hate it when you get like 1000 views and 10 comments? Seriously my tutorials have 11 THOUSAND views collectively and about 50 comments or less total. lol....Anyway, to get more posts why dont you talk about the map, how it plays, what you do, etc...Maybe ask some specific questions. You posted 'check out my map and post comments please'. Thats way to much effort for most people. Logging into starcraft 2, searching through for your map and playing it just to post a comment? Most people don't even read the entire post. Also most people post stuff like this in project workplace. I think it gets a lot more views overall, so maybe you can post there? (not sure if thats allowed or not...)
got a new version of the map up , currently a couple pages down on the custom list. no longer listed under new for some reason,
Anyways i added alot of stuff with a special thanks to wingednosering and chucknasty...
Neat map, spent an hour or two playing it through with a friend. One problem - after you kill everything, there is a row of tanks to the right. You can't access them. There's no way to finish the map! I was soooo disappointed by that!!
@PhysicsFetus: Go
yeah this is still an alpha map, there are still A LOT of things that arn't done, most of the objectives arn't even written yet lol, so i do apologize for that and i hope you will continue to play newer versions when i post them.
Thanks for your input buddy
Epic.
Did 1.2 break parts of your map? When I played it, Raynor's breaching charge wasn't working. (I assume you're supposed to be able to target the barricades at the beach?) Also, same with the tank's attack. It wouldn't auto target, and when I told it to specifically attack something I got an error. Beautiful waste of resources. Finally, I got the same error when trying to load units into the transport.
My critique is that it was aggravatingly hard to actually get to the tanks (I played the far left beach). I would save up my dudes until I had the max number of guys and tell them to attack. By the time I got to the area with a crap load of spider mines, all but a handful were dead and I had to bail out Raynor, which left the rest to absolute slaughter. At that point, I gave up.
Also, it would be nice if there were more upgrades, the units were worth spending my resources on, and the transport tanks could do a halfway decent job of staying alive.
Just played this for over 2 hours... it was fun but in the end it was broken... I managed to kill two sets of tanks but I wasn't able to finish killing all the tanks since there is no way to get to the ones on the far left of the map (I assume that the broken bridge there is meant to be intact). It would be nice if this was a little less tedious, maybe reduce the number of ghosts on the cliffs by half or reduce the damage they do. By the time you make it up the the ramps you army is whittled down to the point where you are only left with enough forces to kill a couple ghosts and then you need to do it all over again.
So far it looks good and I had fun playing it; but it needs to be beatable for sure.
This will get banned, I believe Nazi is not allowed.
@WraithChaser: Go
I don't remember any part of the map where it says the word "Nazi", but if it does then yes, this map will definitely get banned.
@Abion47: Go
i think the loading screen does. ill change it.
thanks for the heads up
@Abion47: Go
yeah the transports were only for vision initially i am buffing them now.
i am currently adding a whole list of idea's and ways to reduce lag while adding fun.
The tanks cannot attack bunkers only units, but it does totaly destroy units like butter, so im unsure if im going to nurf the dmg, and make it attack bunkers, or if i will leave it as it is.
lol the breaching charge was just a left over to be honest but that's a good idea, so implemented :P
What is your take on the bunkers? too hard? to easy?
I think they need to kill faster
@EpicDo0oM: Go
@EpicDo0oM: Go
Adding Levels to cut down on initial lag, one points are reached more units spawn,
I am also adding walls that open when objectives are reached (or attempting to)
apcs can now hold 25 units each have shield and lots of life, use them wisely!
more addins to come