No the fun is watching someone crumble so badly to your taunts that they have to make a point of showing how angry you've made them even when you're not even talking to them. Must be the realization of how non-existant on the totem pole of awesome they are. Eivivyn, for example, has made some cool stuff. Karawasa on the other hand...well he's "making" a TD or something. It eats away at him.
[b]Compiled is a list of things that need to be fixed STILL after 1 year of bnet 2.0 being out officially[/b]
1. Featured maps are rendered invisible on the normal popularity list. If you get featured, no one can see your map on the popularity list unless they filter by "All". This bug has been around for months now, fix it!
2. Featured maps should be at the top of the main list while they're the spotlight for a week or two, whatever Blizzard does to rotate featured maps on a regular basis. Why tuck featured maps away on a hidden list? The old method was great, it made your map easily visible to the entire community. There's literally no point to being featured now, and even more so since Blizzard maps are always at the top of the list. Why not do this with your spotlights?
3. Add more categories. Fun or Not is a complete failure. I want to be able to sort the list by more specific categories to find maps of the type that I like to play. Page 1 is littered with terrible maps (in my opinion) that I refuse to play. Survival, Deception, Defense maps, I have no interest in these. Let me filter by "RPG" or "MOBA" or something more specific.
Not only would #3 help Fun or Not be "fun", but also make more maps visible. If you're on page 1 of a certain category, you're more likely to get people to fill that lobby if they're looking for that kind of map to play. Then maps are less likely to fade into obscurity since lobbies are possible to fill again. Keep the ALL list as usual, but why can I only search for Tug or TD maps? I want to see more arena/MOBA games, and be able to have a chance in hell of the lobby possibly starting.
4. Add a "Volatile" list which makes maps rotate every time they break 20 hours played, back to the bottom. This was a bug that happened for a day when the new features for bnet 2 were released, and it was awesome. Keep the popular list, but why not add this Volatile list as well? More options certainly won't be a detrimental thing.
5. Make Game variants share popularity, and make a collapsable variant lobby builder per map. What's the point of using game variants if no one can use them without crippling their popularity, which right now is so essential to a map being remotely playable!? Even then, if a map's variants all get popular, now you have multiple copies of that map on the list. WHY is this the way it is? I want to have ranked/unranked modes accessible to both pub and hardcore players of my map, but combining variants into a collapsable list of lobbies to join would be fine as long as they share the popularity. My map, even when it was on page 1, was only gaining half of the popularity it could because of this split.
6. Make private lobbies increase popularity. Currently, if your players play mainly in-house games, the map gets no popularity boost unless they hit "open to public" which 99% of players will not know or care about. But to the mappers, this matters. Especially for my map, which has a chat room with 30-40 people at peak hour playing nonstop in-house games. That's HUNDREDS of hours the map does not gain because players form these in-house games and prefer not to pub.
----
Those are my notes. Take them seriously, they are actually solid ideas.
These aren't even based on the welfare of Smashcraft, while partly a reason it has sunk so far in the list, I still wish to be able to add a lot of features that will require the above things in order to make my new project viable. The lack of variant support is the worst thing, and really needs to be addressed ASAP, because in their current state, lobby/game variants are pointless, forcing mappers to resort to in-game voting and workarounds to make sure players can have game options without killing the map's popularity.
That's the reason they created Fun or Not, to provide a rating system where you can only rate randomly selected maps and not specific ones.
Great idea, except Fun or Not only lets you play page 1 maps also. And theres no way to filter out map categories you don't desire to play. So back on that note, there needs to be more categories, a lot more. Would improve visibilty for a lot of maps, make Fun or Not actually "fun", and also make it easier to fill lobbies for games of that category since more people that are looking for a MOBA, or a TD, or a Deception game can sort by JUST those types, and likeminded individuals also looking for those map styles would also appreciate being able to have a higher success rate at filling lobbies.
The problem right now is too much spread too thin, too many maps on one giant popularity list. I see a lot of games on page 1 I never would touch, I do not like survival co-op, TD, Tug, deception games, I want to play a MOBA, but I can't sift through the list, and even if I do find a good MOBA style game it's on page 20 and no one will ever see it, let alone get a game started.
This is why I don't understand only having TWO categories. More suggestions to fall on deaf ears, but a huge tree of categories would ONLY benefit both players and mappers alike.
thats why i do all the arithmetic in custom script :p
I find GUI to be faster honestly. All the time I sit there writing the syntax could be spent actually writing the functions themselves. Not that it takes exorbitantly long but there's also the fact that GUI prevents typos, its just convenient. Then again I have a beast of a rig so the GUI runs smoothly and quick for me. I have little to no downtime with it, and like I said, I can organize things much more easily using the labels and whatnot. Then there's also the other editors right at my fingertips, data, terrain, etc.
I use the custom script function for things that are a little bit tedious to do in the GUI, but thankfully they do have the custom script option for value entry.
GUI also lets you centralize your organization. For including outside libraries I just use custom script for the include part and everything else is managable from there. As it stands there's really no incentive to use galaxy over GUI for me.
Everyone saying "just dive right in", shut up. That is the dumbest thing you could possibly do. You will be WAY in over your head if you have no prior experience. Do you need to start as basic as TI-BASIC? No, you don't. Just don't start out learning C or even Java right away. Even hear at school people learning Java start with a semester of Alice to teach them the general syntax. I cannot stress enough that learning the syntax IS THE MOST IMPORTANT PART of learning your fist language, not the language itself. No on is going to be using Alice for a comercial purpose, and yet it is used for the first semester of the intro to java class.
Get what I'm saying? Diving in head first is okay as long as you have the life vest of the knowlege of syntax on. (Wow I am so impressed with my analogy lol)
Note that there are different syntax formats out there. The two most common I have noticed are the "A lot of {}" and the "A lot of ()" formats. (No, not the technical terms for them hehe). Others are equally as important though, like the "A lot of <>" format, like XML and HTML. You will see what I mean as you start searching out different languages, if you haven't already.
(I am at school so I don't have Chrome's spell check and I am too lazy to do it myself, so sorry about the errors :)
I disagree 100% with this post. Syntax is not important in programming, in fact it's probably the least thing you should worry about. Syntax is just memorizing terms and that's it. Once you understand the basics of how all programming languages work, that is, how objects are constructed, how to structure code, and getting the gist of syntax (while you do need to know this, it comes naturally).
Everything after learning how to bracket your methods, set up functions, and the like can be discerned from documentation.
What IS important to understand to be a GOOD programmer is how memory works, how to write efficient code that's clean and modular, and how to document. Sounds lame but most programmers fail at these really essential things. Yes you do want to know good algorithms, how to use threading -PROPERLY- and how to make use of available technologies. Learn how to not "reinvent the wheel" when you can, that's what makes an efficient and effective programmer.
Syntax is just the wheel to the car. You got to know how to drive the car more than know how to turn the wheel.
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Your fault for posting useless tutorials.
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Stewox a little overkill on the conspiracy theory site hoo-ha?
Oh and you listen to Alex Jones, credibility just died.
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obligatory karawasa is fat
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teehee
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No the fun is watching someone crumble so badly to your taunts that they have to make a point of showing how angry you've made them even when you're not even talking to them. Must be the realization of how non-existant on the totem pole of awesome they are. Eivivyn, for example, has made some cool stuff. Karawasa on the other hand...well he's "making" a TD or something. It eats away at him.
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Cross posted:
[b]Compiled is a list of things that need to be fixed STILL after 1 year of bnet 2.0 being out officially[/b]
1. Featured maps are rendered invisible on the normal popularity list. If you get featured, no one can see your map on the popularity list unless they filter by "All". This bug has been around for months now, fix it!
2. Featured maps should be at the top of the main list while they're the spotlight for a week or two, whatever Blizzard does to rotate featured maps on a regular basis. Why tuck featured maps away on a hidden list? The old method was great, it made your map easily visible to the entire community. There's literally no point to being featured now, and even more so since Blizzard maps are always at the top of the list. Why not do this with your spotlights?
3. Add more categories. Fun or Not is a complete failure. I want to be able to sort the list by more specific categories to find maps of the type that I like to play. Page 1 is littered with terrible maps (in my opinion) that I refuse to play. Survival, Deception, Defense maps, I have no interest in these. Let me filter by "RPG" or "MOBA" or something more specific.
Not only would #3 help Fun or Not be "fun", but also make more maps visible. If you're on page 1 of a certain category, you're more likely to get people to fill that lobby if they're looking for that kind of map to play. Then maps are less likely to fade into obscurity since lobbies are possible to fill again. Keep the ALL list as usual, but why can I only search for Tug or TD maps? I want to see more arena/MOBA games, and be able to have a chance in hell of the lobby possibly starting.
4. Add a "Volatile" list which makes maps rotate every time they break 20 hours played, back to the bottom. This was a bug that happened for a day when the new features for bnet 2 were released, and it was awesome. Keep the popular list, but why not add this Volatile list as well? More options certainly won't be a detrimental thing.
5. Make Game variants share popularity, and make a collapsable variant lobby builder per map. What's the point of using game variants if no one can use them without crippling their popularity, which right now is so essential to a map being remotely playable!? Even then, if a map's variants all get popular, now you have multiple copies of that map on the list. WHY is this the way it is? I want to have ranked/unranked modes accessible to both pub and hardcore players of my map, but combining variants into a collapsable list of lobbies to join would be fine as long as they share the popularity. My map, even when it was on page 1, was only gaining half of the popularity it could because of this split.
6. Make private lobbies increase popularity. Currently, if your players play mainly in-house games, the map gets no popularity boost unless they hit "open to public" which 99% of players will not know or care about. But to the mappers, this matters. Especially for my map, which has a chat room with 30-40 people at peak hour playing nonstop in-house games. That's HUNDREDS of hours the map does not gain because players form these in-house games and prefer not to pub.
----Those are my notes. Take them seriously, they are actually solid ideas.
These aren't even based on the welfare of Smashcraft, while partly a reason it has sunk so far in the list, I still wish to be able to add a lot of features that will require the above things in order to make my new project viable. The lack of variant support is the worst thing, and really needs to be addressed ASAP, because in their current state, lobby/game variants are pointless, forcing mappers to resort to in-game voting and workarounds to make sure players can have game options without killing the map's popularity.
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Great idea, except Fun or Not only lets you play page 1 maps also. And theres no way to filter out map categories you don't desire to play. So back on that note, there needs to be more categories, a lot more. Would improve visibilty for a lot of maps, make Fun or Not actually "fun", and also make it easier to fill lobbies for games of that category since more people that are looking for a MOBA, or a TD, or a Deception game can sort by JUST those types, and likeminded individuals also looking for those map styles would also appreciate being able to have a higher success rate at filling lobbies.
The problem right now is too much spread too thin, too many maps on one giant popularity list. I see a lot of games on page 1 I never would touch, I do not like survival co-op, TD, Tug, deception games, I want to play a MOBA, but I can't sift through the list, and even if I do find a good MOBA style game it's on page 20 and no one will ever see it, let alone get a game started.
This is why I don't understand only having TWO categories. More suggestions to fall on deaf ears, but a huge tree of categories would ONLY benefit both players and mappers alike.
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needs more items.
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@MotiveMe: Go
Yea its just preference really. Just really saying its easy to just pop in an include line into your script if you want to use library structure.
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@MotiveMe: Go
thats why i do all the arithmetic in custom script :p
I find GUI to be faster honestly. All the time I sit there writing the syntax could be spent actually writing the functions themselves. Not that it takes exorbitantly long but there's also the fact that GUI prevents typos, its just convenient. Then again I have a beast of a rig so the GUI runs smoothly and quick for me. I have little to no downtime with it, and like I said, I can organize things much more easily using the labels and whatnot. Then there's also the other editors right at my fingertips, data, terrain, etc.
I use the custom script function for things that are a little bit tedious to do in the GUI, but thankfully they do have the custom script option for value entry.
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GUI also lets you centralize your organization. For including outside libraries I just use custom script for the include part and everything else is managable from there. As it stands there's really no incentive to use galaxy over GUI for me.
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for the record it wasn't me.
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That was also over half a year ago when there was still somewhat of a mapping community.
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this post is on point. if you dont do data or triggering you're useless on a project.
terraining is borderline.
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I disagree 100% with this post. Syntax is not important in programming, in fact it's probably the least thing you should worry about. Syntax is just memorizing terms and that's it. Once you understand the basics of how all programming languages work, that is, how objects are constructed, how to structure code, and getting the gist of syntax (while you do need to know this, it comes naturally).
Everything after learning how to bracket your methods, set up functions, and the like can be discerned from documentation.
What IS important to understand to be a GOOD programmer is how memory works, how to write efficient code that's clean and modular, and how to document. Sounds lame but most programmers fail at these really essential things. Yes you do want to know good algorithms, how to use threading -PROPERLY- and how to make use of available technologies. Learn how to not "reinvent the wheel" when you can, that's what makes an efficient and effective programmer.
Syntax is just the wheel to the car. You got to know how to drive the car more than know how to turn the wheel.