Hopefully? It's unclear right now what will be able to adjust. I know that Curse is looking at the popular project issue right now, so hopefully we can just get our hands in there.
I am really glad to see the new site. Losing the brutal load times is such a boon. I really appreciate that Curse brought us here, and I don't want that to get lost in my commentary. I should mention that I'm a web development professional, for whatever that's worth. I'm wiling to work on the CSS for you pro bono, since I'm going to make a custom stylesheet for myself in the next day or so anyway. I'd do markup work, too, but that's probably more complicated.
First, I'm going to join the choir on readability issues.
I'm not entirely sure it's the color scheme. It's not unmanageable, and while I would prefer something a little gentler, it's livable. If I could change one thing, it would be the link color, which has the biggest contrast issue for me.
I actually think a lot of the complaints about contrast are rooted in character size and line length. The latter, of course, would be addressed by the former. I haven't picked the CSS apart yet a ton, but I'd say that 16px (a fairly common base) would be a much better font size in general. I also think you should constrain the maximum width of the posts—they top out at 1000px, but that creates really long lines that are hard to read.
Next, I have serious complaints about the front page.
First, it hides the content really far down the page. In fact, the news posts are the very last thing. That's a really ineffective content strategy. I am glad to see popular content on the front page, but I'd like to recommend reviewing the algorithm a bit, because right now it's highlighting multiple abandoned projects. Hopefully that's something the mods can maintain in the future?
Second, the "For Authors" section is egregious. There's no way that should be the first thing a visitor to this site sees—it's going to be a massive turnoff for people that come to see the maps. If you must include this section—and its benefits are rather unclear, honestly—then please put it somewhere else.
A small point, but on desktop widths, you could solve a lot of issues by making the sections 50% width instead of 100%.
Finally, I've lost my mod privileges, whenever you get around to it.
Let's get in the holiday spirit, shall we? I don't care overly what holiday it actually is, honestly: Christmas, Hanukkah, Kwanza, Nothing At All Because I'm an Atheist [that's the choice of your humble moderator], or something else entirely are all fine. You might find the new Snow Refinery textures to be particularly useful here!
Since the holidays are such a busy time with family and travel for so many, we'll run this one for two weeks.
If you're looking to make a cutscene with triggers, check out Antioch Remastered. We have several maps that should prove useful. I'm chiefly thinking of 1-4 and 2-3 as particularly good examples.
Super late to this party, but I didn't have one of your mods, so I couldn't exactly figure out the issue. That said, I've found the AI module super buggy in general. I can't find my notes right now, but I think I've had best results in initializing the campaign AI in a separate trigger from starting attack waves, and then having each player's attack waves in its own triggers as well. My suspicion is that there are some race conditions that we can't see behind the scenes that my method avoids.
We've done dark and gritty with Murder, so let's try something different a bit more ethereal. This week, the theme is "A Walk in the Clouds." You don't need to literally be walking, but make sure you have some altitude.
0
Due to the forum change (and especially the file upload issues people have been experiencing), I'm going to extend the WTE by one week.
0
He did say that there's a 5 MB individual file limit.
0
Folks, I know it's long, but pleeeeeease read the thread before you post. We're on re-runs now and it's not helping.
0
Hopefully? It's unclear right now what will be able to adjust. I know that Curse is looking at the popular project issue right now, so hopefully we can just get our hands in there.
0
It's a known issue and fixing it is on their development plan. Beyond that, it's impossible to say, frustratingly.
0
I am really glad to see the new site. Losing the brutal load times is such a boon. I really appreciate that Curse brought us here, and I don't want that to get lost in my commentary. I should mention that I'm a web development professional, for whatever that's worth. I'm wiling to work on the CSS for you pro bono, since I'm going to make a custom stylesheet for myself in the next day or so anyway. I'd do markup work, too, but that's probably more complicated.
First, I'm going to join the choir on readability issues.
I'm not entirely sure it's the color scheme. It's not unmanageable, and while I would prefer something a little gentler, it's livable. If I could change one thing, it would be the link color, which has the biggest contrast issue for me.
I actually think a lot of the complaints about contrast are rooted in character size and line length. The latter, of course, would be addressed by the former. I haven't picked the CSS apart yet a ton, but I'd say that 16px (a fairly common base) would be a much better font size in general. I also think you should constrain the maximum width of the posts—they top out at 1000px, but that creates really long lines that are hard to read.
Next, I have serious complaints about the front page.
First, it hides the content really far down the page. In fact, the news posts are the very last thing. That's a really ineffective content strategy. I am glad to see popular content on the front page, but I'd like to recommend reviewing the algorithm a bit, because right now it's highlighting multiple abandoned projects. Hopefully that's something the mods can maintain in the future?
Second, the "For Authors" section is egregious. There's no way that should be the first thing a visitor to this site sees—it's going to be a massive turnoff for people that come to see the maps. If you must include this section—and its benefits are rather unclear, honestly—then please put it somewhere else.
A small point, but on desktop widths, you could solve a lot of issues by making the sections 50% width instead of 100%.
Finally, I've lost my mod privileges, whenever you get around to it.
0
@TheUltragon: Go
Agreed, that sounds fun. I don't do game programming, but I do work on application design and UX. Start an Off-Topic thread, for sure!
0
Weekly Terraining Exercise #265
Let's get in the holiday spirit, shall we? I don't care overly what holiday it actually is, honestly: Christmas, Hanukkah, Kwanza, Nothing At All Because I'm an Atheist [that's the choice of your humble moderator], or something else entirely are all fine. You might find the new Snow Refinery textures to be particularly useful here!
Since the holidays are such a busy time with family and travel for so many, we'll run this one for two weeks.
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/
0
Not that anyone has found as of the most recent patch.
0
Here's mine. I guess Artanis is more flying than walking, but whatever.
0
Well, let's start with basics. What does a communist hunt entail? Are you attempting to root out spies? If so, maybe something clue-like would work?
0
If you're looking to make a cutscene with triggers, check out Antioch Remastered. We have several maps that should prove useful. I'm chiefly thinking of 1-4 and 2-3 as particularly good examples.
0
Super late to this party, but I didn't have one of your mods, so I couldn't exactly figure out the issue. That said, I've found the AI module super buggy in general. I can't find my notes right now, but I think I've had best results in initializing the campaign AI in a separate trigger from starting attack waves, and then having each player's attack waves in its own triggers as well. My suspicion is that there are some race conditions that we can't see behind the scenes that my method avoids.
0
Can you post some maps so we can test?
0
Weekly Terraining Exercise #264
We've done dark and gritty with Murder, so let's try something different a bit more ethereal. This week, the theme is "A Walk in the Clouds." You don't need to literally be walking, but make sure you have some altitude.
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/