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Coconut Party v2.5

This bundle is marked as high quality. It exceeds standards and is highly desirable.


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description.jpg
Coconut Party is a quadruple threat pong based mini game. You gotta control one of Warcraft 3 workers and help them to win set of games which takes place on an isolated island. Coconut Party is a Warcraft 3 map which focuses to bring intense mini-gaming experience. It has various game modes and multi-leveled AI system along with other fancy features. The map is seriously fun, and can be quite competitive, either you play it online or offline.
Further details and explanations about the gameplay will be explained below.

gameplay.jpg
Firstly you have to select to play as Peasant (red, south), Peon (blue, west), Acolyte (cyan, north), or Runner (purple, east). Player with lowest number will be the game host. The host has the authority to configure matches' options and AI skill level. The host can discuss about the next match in the Chat Mode (press 'esc" to exit the mode). If you are not the host, you have to wait for him to set things up. To begin the match, press "Game On" and the match will soon start within seconds.

Different game modes have different set of rules, which can be read in the Read Me (F9). In Classic Mode, the main objective is to collect as much points as possible by shooting coconuts at enemies' goal posts. Every goal made using different type of coconuts will give different portion of points. If you blow a poisoned coconut (green) you will be penalized.

In the Elimination Mode, your main goal is to retain your Life Point (LP) and survive as long as possible and to be the last one to stand. Final score will be determined by your ranking. If you are the winner, you will get 15 points bonus plus your remaining LP. Unlike tho other modes, this mode kinda requires you to be very discipline on defending your base or you will lose.

In the Gorilla Fight mode, your main objective is to defeat the spawned gorilla by shooting coconuts at it. The harder your shoot the more damage you will give. But if a coconut enters anyone's goal post, the damage will be shared to all players. So make sure you have a good team. Final score will be determined by assist count, damage given, damage taken, and remaining LP. If you are the last hitter, you will be rewarded by free 5 points. If your team is out of LP, you will lose the match and don't get any bonus.

feature.jpg
1. Multilevel AI System
The AI system allows you to play the map in offline mode, and may help in online mode as well. It has various skill levels from Novice to Elite. Every level is heavily adjusted to the level name. Here are the details of every AI skill level:
• Novice
Novice AI is made for first timers who's not knowing anything about the game. It's made for you to learn things like the control and other features for the first time. But it can be very boring after some times due to its poor performance. If you are fast learner, playing with Intermediate AI can be much better.
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• Intermediate
Intermediate AI has a little bit lower skill level compared to intermediate players. If you have learned the basic control you can play with this level to improve your own skill and to get more used to the gameplay.
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• Expert
Expert AI is much more challenging than Intermediate AI. It's made for skilled and competent players. It has quick reflex and always make the best decision possible. It can surely give you some trembles if you are not prepared. But there are some tips and tricks in my youtube channel to beat this AI level. But still it won't be so easy.
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• Elite
Elite AI is basically Expert AI with quicker reflex, making my tips a little helpless. You have to be very confident in your skill in order to beat this level. You need to train on your reflex and your decision making ability must be near perfect. Your luck can help a little but skill is the main weapon here.
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Neverthless, the AI difficulty has been dramatically reduced from version to version so it's still very possible to beat every AI level. The AI system has the potential to be invincible. Yet I have to hide its true power because of the unfixable control delay issue. But if you are so curious about how good it can be, you can type "ai" "too" "easy" keywords in game to unlock "Legend" AI skill level. Just a warning tho, they are animal lovers.
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2. Multiple Game Modes
...
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3. Intense Minigaming Atmosphere
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4. Spectating System
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5. Message Box
...
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top.jpg

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team.jpg

Project Director
Voice Actor
Modeler
Texture Designer
SFX Maker
: Quilnez
: DivineArms
: HerrDave
: ~Nightmare
: NightStalker06698
credits.jpg

ModelsScriptsTexturesSoundsMiscs
Aeroblyctos
supertoinkz
wingednosering
Buster
Sin'dorei300
Kitabatake
JetFangInferno
Sweet Oblivion
Bribe
BPower
TriggerHappy
Vexorian
PurgeandFire
Garfield1337
Nestharus
IcemanBo

Sartwo
GhostTruster
google.com

pond5.com
freesfx.co.uk
youtube.com

Belgarath
Ender
Dysfunctional

(Click the image)

Notes:
• The control delay may causes things to be harder than how it's supposed to be. And it becomes even worse in multiplayer mode (LAN and online). And unfortunately, the issue is currently unfixable. So it's highly recommended to play this map in Single Player mode since everything has been adapted with this issue. But it has an alternative control to help the delay issue when you are playing online, by using keyboard keys to move around. The detail is available in the Read Me.
• Set Texture Quality in the Video Setting to high to avoid crash when loading the game.
Contents

Coconut Party v2.5 (Map)

Reviews
[2016-04-09] Rufus ReviewMap ScoreGameplay:27 / 30Aesthetics:21 / 20Total:48 / 50 Rating Chart 45-505/5 Highly Recommended35-444/5 Recommended25-343/5 Useful15-242/5 Lacking0-141/5 Unacceptable Gameplay Good that you added the note about...

Moderator

M

Moderator

[2016-04-09]
profilepic210991_9.gif
Rufus Review
Map Score
Gameplay:27 / 30
Aesthetics:21 / 20
Total:48 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
Good that you added the note about highest quality being required.

Overall, the game works fine.
I have a few things I'd like to point out though.

The side to side controls wasn't very good. I suggest you store the information about how many times the player has clicked the side button, so it doesn't stop at a specific range each time. Like a queueing system. Alternately, you could use an arrowkey system.
I couldn't find any information about what "Gold Time" is.
The collision on the middle cliff was slightly off. Coconuts bounced off from the middle of nothing or from what seemed to be the standard warcraft cliff pathing map.

Not taken into consideration for the rating:
A little bit unresponsive. This might be because I played on high qualities which is not very good for my computer. I haven't seen anyone else complaing about this though, so it won't impact on the total score.
Personally, I don't think it was very fun, but that might have been because of my sluggish controls.

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Aesthetics
I'm stunned...
There are so many extremely nice features. Ground-breaking, really.
To mention a few: The custom UI is perfect. You even managed to hide the clock in a fitting way! You managed to put an actually nice chat box in wc3. I have no idea at all how it works, but you did it. The text message travlleing horizontally over the screen in hd? Whaat? I've never seen something like it. I guess it have to be a flying and turning image model, or perhaps a bunch of HQ fade filters. Anyway, super nice. The scoreboard after the round aswell. Flawless and creative. Needless to say, the description is also looking awesome.

The extra voice acting on the peon aswell, "Ready to win", is a nice touch.

One thing I think you can improve is the dialog settings in the beginning of the game. It works extremely well as it is already, but I think you can find an even fancier solution for this.

Just trying to push you beyond the impossible line that you have already crossed. :)

Some minor issues:
In the top-left "upkeep" field tooltip, the text "gold income rate" is still visible.
Ability tooltips should be displayed in another colour, as they are extremely hard to read as they are now.

triggersandscriptsforum.gif
Bugs
If you shoot a coconut straight in the direction of the small cliff in the middle, and make sure the coconut does not touch the cliff but passes close beside it, it slows down.

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Summary
So many new ideas and amazing executions that it is crazy.
Gameplay is also close to perfect.

There is only one rating I can put on this game...

The only drawback this game have is that it requires a high details in order to be launched at all. This is not fitting for all computers as it make the game sluggish, and causes the players commands to be delayed.

Approved with a rating of 5/5.
 
Oh man, I'm dying... I'm away from my WE and can't play it now, but this looks totally awesome!!! Nice description and really fun idea. +rep - review to come.

EDIT:

Review
Narrative:
So I have to admit that I was slightly disappointed. The loading screen was hi res (must be the 4 part texture). The sounds were awesome and created a fun atmosphere like Mario Cart. The mouse following was really cool and as someone who dabbles with triggers, I am intrigued... here's the hairy "but" though ... it wasn't so much fun to play. My player lagged behind the mouse a bit. This made it harder to play. The original Pong let you zoom your paddle back and forth at lightning speed. I suggest coconut party should work this way or at least faster. Even a key movement system might make it easier and more fun to play. While I am very impressed by the hover tracker system, it is not super effective. With the classic Brickout there were different types of balls and surprises. I know you added some but they came too slow to catch my interest and it was not obvious what they did. I still have to give you a 5/5 and +rep because the game quality is ridiculously high. This is a professional project no doubt, and I want to see more!!!

Other great stuff:
The tiles looked really cool being a solid color.
Nice 4 player re-make of Classic Pong!!!
The score board is amazing (too bad I couldn't see it)

Possible bug:
See attachment. Maybe I need to reset my resolution, but I had white squares where the score was supposed to be. :(

Also, the description is off-center now. It was perfect before you added the screenshots. Screenshots look great though!
 

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Last edited:

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449

• CHANGELOG •
(v2.5)
- Message Log is renamed to Message Box
- Fixed message box color inconsistency
- Fixed private message target bug (couldn't target player 7)
- Player ID is now using player's number
- Center cliff is now replaced with an object
- Self damage is reduced to 1 in elimination mode
- Reduced terrain slope effect
- Reduced blow power
- Fixed unit turn rotation
- Removed unit and gorilla shadow
- Improved scenery
- New reveal area icon and rotated reveal aoe icon
- Increased coconut lifespan in Gorrilla Fight mode
- Adjusted Expert and Elite AI consistency in Gorilla Fight mode
- Reduced coconut spawn ration in Gorilla Fight Mode
- Increased Gorilla damage to 5


(v2.4)
- Gold coconut value is reduced to 5
- Increased bounce power on elimination mode
- Fixed gorilla match lose message font color
- Increased sounds effects and music volume
- Reduced iron coconut spawn rate

(v2.3)
- Fixed after match menu font color

(v2.2)
- Completed re-texturing for critters, ships, main units, gorilla, and other objects
- Now with even smoother terrain slopes
- Increased blow power, lower power means harder AI
- Now coconuts only have 7.5 seconds lifespan in all modes
- Now in classic mode, coconuts will be poisonous instead when expired
- New iron coconut model
- Now gorilla last hitter only gets 5 points bonus
- Removed gorilla death sfx
- Improved voice playing conditions
- Tips n trick is moved to left part
- Optimized file size
(Rev1)
- Fixed wrong iron coco's mark color for player 2 and 3

(v2.1)
- Fixed tips n trick doc
- Redefined terrain slopes
- Adjusted siren sound volume
- Complete retexturing on all models
- Even more blow power reduction
- Increased overall sound effects and music volumes
- Adjusted score gain on Gorilla Fight mode
- Fixed AI aoe detection errors
- Improved multiplayer mode comfortability
- Changed system message color
- Adjusted voice volumes
- Now only supports 3 spectator slots

(v2.0)
- New music
- Removed crowd ambient sounds
- Now with non wandering crowd
- Intensive maintance on every AI skill level (perfectized)
- Updated AI documentations in the Read Me
- Extreme difficulty in Gorilla Fight mode is now unavailable
- Reduced Gorilla HP in all levels
- Fixed unplayed damage sound bugs on Elimination Mode
- New HQ sound effects
- Adjusted sound effects volumes
- Reduced Elimination Mode faster rate
- Increased Elimination Mode session limit
- Adjusted starting live points in Elimination Mode
- Classic Mode time limit is now based on session count
- Reduced coconut point gain in Classic Mode
- Reduced poison coconut spawn rate
- Adjusted golden coconut spawn count on every session
- Improved all documentations in the Read Me

(v1.9)
- Reduced crowd amount to improve fps
- Fixed cannon randomizations bugs
- Fixed round summary typo in Gorilla Fight mode
- Fixed bugs where AI goes nut in certain circumstances (random firing)
- Some behavior changes on Expert and Elite AI
(Rev1)
- Fixed round end AI position bug
- Fixed session end AI position bug on elimination mode
- Fixed session end AI target bug on gorilla fight mode
- Fixed voice playing bug on elimination mode

(v1.8)
- Chat length is now unlimited
- Unique UI design so it will only display messages within the chat box
- Pro AI is renamed to Elite
- Updated AI descriptions in Read Me
- Reduced bounce acceleration factor in Elimination Mode
- Added bounce sound effect
- Improved gorilla fight round summary
- New icons for action buttons
- Control buttons are moved to bottom
- Fixed thread crash caused by lower AI consistency
- AI reaction delay now doesn't affect AI's consistency
- Dramatically improved Expert and Elite AI skill on gorilla fight mode
- Intermediate AI is now able to aim for the gorilla, with less accuracy of course
- Extreme difficulty in Gorilla Fight mode is now available
- Added tips and tricks

(v1.7)
- Improved User Interface
- Timer text is now colorized for readability
- Some other action buttons are now displayed
- The game speed is now locked at fast
- Fixed camera noise bug on pause
- Locked team color filter
- Dramatically reduced expert and pro AI difficulty (reduced reaction and consistency)
(Will work more on the AI tonight and a revision will be soon released)
- Increased novice AI difficulty (increased accuracy)
- Improved voice playing conditions
- Fixed control ability bugs on spectator
(Rev 1)
- Re-balanced Expert and Pro AI difficulty
- Extreme difficulty in Gorilla Fight mode is now unavailable

(v1.6)
- Added User Interfaces
- Control action buttons are now displayed
- Larger chat window area

(v1.5)
- New loading screen and preview image
- Added alternative control (using keyboard keys)
- Reduced cannon power
- Added Iron Coconut at elimination mode
- Adjusted coconut damages at elimination mode
- Reduced expert and professional AI attack speed
- Optimized map file size
(Rev 1)
- Fixed keyboard control bugs on player 2 and player 3

(v1.4)
- Added insane and extreme difficulty in Gorilla Fight mode
- Hard and expert AI are now able to aim for the gorilla
- Fixed specating errors in gorilla fight mode
- Some changes in gorilla behavior
- Fixed unplayed damage sound on gorilla fight mode
- 15 points bonus now will be given to gorilla's last hitter
- Pause feature is now enabled in gorilla fight mode

(v1.3)
- Added Gorilla Fight match mode
- Reduced ambient sounds volume
- Adjusted sound effects volume
- Fixed blow AoE miscalculation
- Reduced gold coconut count in classic mode
- Reduced blow power
- Some changes in Easy and Normal AI behavior
(Rev1)
- Fixed uncontrollably moving gorilla
(Rev2)
- Fixed fatal crash at Gorilla Fight mode due to wrong map optimizations
(Rev3)
- Pause feature is now disabled in Gorilla Fight mode since it's too nasty to handle. Needs more times to fix this one.

(v1.2)
- Increased unit speed
- Fixed doodads facing
- New terrain texture
- New blow and coconut models
- Shorter but wider blow AoE
- New AoE indicator
- Adjusted faster rate in elimination mode
- New game rule in elimination mode: "Eliminator will be healed by 3 points."

(v1.1)
- Fixed idle hard AI bug.
- Reduced hard AI difficulty.
- Fixed stucked score board portrait animation bug.
- Added pause delay.
- Fixed not working pause command after match events.
- Completed Read Me.
 
Last edited:
Level 18
Joined
Nov 21, 2012
Messages
835
atmosphere, sounds: great
and your mapping skills are impressive to make non-warcraft mini game from war3 :D
I can only imagine how much work you put into to create this map;]
To be honest its not a map-style I like, but thats unimportand ;]
I think while it is based on aiming mostly, then delay in Lan game is unaccetable (it is even noticeable on single player)
anyway good job;]
 

Deleted member 238226

D

Deleted member 238226

i have a feeling that the models is'nt react to the lightning. or is it?
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Oh man, I'm dying... this looks so cool but ... no screenshots? I'm away from my WE and can't play it now, but this looks totally awesome!!! Nice description and really fun idea. +rep - review to come.

EDIT:

Review
Narrative:
So I have to admit that I was slightly disappointed. The loading screen was hi res (must be the 4 part texture). The sounds were awesome and created a fun atmosphere like Mario Cart. The mouse following was really cool and as someone who dabbles with triggers, I am intrigued... here's the hairy but though ... it wasn't that much fun to play. My player lagged behind the mouse. This made it harder to play. The original Pong let you zoom your paddle back and forth at lightning speed. I suggest coconut party should work this way. Even a key movement system might make it easier and more fun to play. While I am impressed by the hover tracker system, it is not super effective. Then I got bored pretty fast. With the classic Brickout there were different types of balls and surprises. I know you added some but they came too slow to catch my interest and it was not obvious what they did. I still have to give you a 5/5 and +rep because the game quality is ridiculously high. This is a professional project no doubt, and I want to see more!!!

Other great stuff:
The tiles looked really cool being a solid color.
Nice 4 player re-make of Classic Pong!!!
The score board is amazing (too bad I couldn't see it)

Possible bug:
See attachment. Maybe I need to reset my resolution, but I had white squares where the score was supposed to be. :(

Also, the description is off-center now. It was perfect before you added the screenshots. Screenshots look great though!

Hey, thanks before.

I didn't add the arrow key movement for alternative control since I think it will make no difference: the same delay. Even, in SP arrow key event works as slow as trackables. So my doubts came out, is it possible that it can outperforms trackables in online mode? I think everything depends on your connection. But anyway, I will add this system in the next update.

What do you mean with "it was not obvious what they did."? Who are they you are referring to?

Coconut spawn rate is one of the most maintained aspect in this map. If you feel it's too slow, that's because the players couldn't keep coconuts to stay in the arena long enough. I know it's because the uncomfortable control, you can't perform your best. But it's not fun as well if there are too many coconuts in the arena like this:
25.jpg

It will be so confusing for a normal player. That's a scenario I achieved with 4 hard and expert AIs. Okay, right after I wrote this paragraph I realized I might've misunderstood what you meant. :grin:

The thread has been fixed.
What resolution are you using?

Thanks again for the review!

i have a feeling that the models is'nt react to the lightning. or is it?
If I understand you correctly,
I use all-side illumination to remove shadows and shadings. To make a perfect symmetrical condition for all players: e.g. you won't feel weird to play as peon whereas you are used to play as peasant or the others.
 
What do you mean with "it was not obvious what they did."? Who are they you are referring to?
****************
What resolution are you using?

I mean, I noticed the way the coconuts acted changed after a level but I wasn't sure what the change did. I think that some were bombs, but I couldn't tell.

I don't remember. I think it was 1028x960. But, I could be wrong.

Key movement could be slower or faster. You could even set it in-game. This would be the biggest improvement. A faster paddle unit would make the game more fun.
 
Level 13
Joined
Oct 18, 2013
Messages
690
Played a couple games of this on LAN. Good stuff. They couldn't get enough of it, haha. Very reminiscent of that one Minigame from Pokemon Stadium. I could get a youtube link of it if you wanted to see what I'm talking about!!

Btw, that AI kicks my ass so easy xP

4/5 :)
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
No bug you said? I have just found some. :p They're regarding to AI's positioning behavior. So a revision is on the way.

Thanks for (finally) playing the map ;P

Okay, here we go the first revision. It's currently on a very prime state and I think it's stable enough to develop another game mode: Brick Breaker. I just need to free some spaces to import new sounds and models since it's very close to the limit of 8MB already.
@Nighty: get ready for some new requests :p

Sigh! I also need to update the map description on this thread too. They were made in hurry, very bad wordings, outdated credit list, and outdated screenshots. :[
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Your usual group pinball.
Well, alright, "usual". I don't know which pong game has boss fight mode tho, or even multiple game modes ;]

I think enabling the unit strife with the mouse anywhere on the map not just in that red area would be nice.
Of course it would be nice. But this is a Warcraft 3 map and apparently, it's simply impossible. First that trackable costs a lot of FPS. Second, we can't enable/disable, or show/hide trackable only for certain player.

Maybe some more game modes, some gameplay diversity.
There are 3 game modes already tho and each one is very diversed from the other ones. But I'm indeed still working on this. But tinkering on new game mode is not easy as you think, more over to work on it. I already tried to design some game modes since several weeks ago. Like classic pong, sniping mode, and some others. But none was predicted to work.
Perhaps you have a possible game mode idea? It sounds easy for you judging from the way you said it. I don't want to hear just a random idea tho. Basically it must be fully and perfectly possible, flawless. Because if not, you or the others will ended up hating on it as well.

Still. Thanks for the feedback. Even it's still no where to be constructive. Still better than no feedback at all ;)
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
I'm so tired of people keep coming to suggest impossible things to me. But I'm also glad at the same time that my maps' qualities let them people fantasying about impossible things to add. And somehow forced them to compare those to games made by team of professional game developers. I should feel grateful instead. :)
Well, now, I'm not here to work for you or use my time for your map's development. I was looking at it from my perspective. If I were to make a map like this, I would try to make it as diverse as possible. I'm not demanding anything, I'm only suggesting small details, as a result of how I see things. That does not mean you or anyone should agree. However, that should also not be taken as an offense or an attack.

One more thing. I'd rather have people pointing out the wrongs or criticizing my work than listening to their praise so I'd drown in pride.

And the last thing: people are people and they may or may not like something. Everybody has the right to appreciate or depreciate. Nothing's perfect anyways. You just have to take everything with a spoon of courage.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
I didn't take your feedback as an offense at all. And I don't want your praises as well. I just want more making sense feedback that's all. I love that you shared what you don't like about the map. But what you were suggesting was something that I can do nothing about. I just want you to consider that this is just a Warcraft 3 map which has a lot of limits.
If I were to make a map like this, I would try to make it as diverse as possible.
And why do you still think that I'm not trying to add diversity to the map? Again, there are already 3 very diversed game modes. And I'm still trying to add more, even tho it's very tough. Not many mini game maps have multiple game modes, and even, other professional games as well.
 
Last edited:
Level 35
Joined
Oct 9, 2006
Messages
6,392
Really like the graphical site of this, with the changed HUD, and information board. As such I can't help, but feel that some other model than the workers would be needed as a goal keepers to make it more "fitting with the tropical" theme so to speak. Same as making the females be hawaii dancers or something. Other than that I like it. I guess inspired by the monkey in balls game right?
 
Level 26
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Oct 2, 2011
Messages
2,482
I was about to moderate it, but I couldn't load it.
It freezed and crashed about 25% into the loading process.
Note: I do have a pretty shitty computer, but on the same time I haven't had this problem with other maps than super large rpgs before.

Is there a fix for this, or will just another reviewer (with a better computer) have to try it out?
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
I was about to moderate it, but I couldn't load it.
It freezed and crashed about 25% into the loading process.
Note: I do have a pretty shitty computer, but on the same time I haven't had this problem with other maps than super large rpgs before.

Is there a fix for this, or will just another reviewer (with a better computer) have to try it out?

That's usually a resolution and game settings problem, try to use the best configurations available (max resolution, highest detail, etc.)
Once, I tested the map on every resolution and various game settings but never produced the error you mentioned. Seems like it only happens on certain OS, graphic card, driver, or something.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
That's usually a resolution and game settings problem, try to use the best configurations available (max resolution, highest detail, etc.)
Once, I tested the map on every resolution and various game settings but never produced the error you mentioned. Seems like it only happens on certain OS, graphic card, driver, or something.

Unfortuantely this didn't solve it either, and Ardenian seemed to have the same peoblem. It now crashed and closed warcraft instead of just stopping. I will leave this to review for someone that actually can play it, but I suggest you find a way (if possible) to make it playable for everybody.

If that is not possible, you should post a visible note in your description giving information about this.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Unfortuantely this didn't solve it either, and Ardenian seemed to have the same peoblem. It now crashed and closed warcraft instead of just stopping. I will leave this to review for someone that actually can play it, but I suggest you find a way (if possible) to make it playable for everybody.

If that is not possible, you should post a visible note in your description giving information about this.

Just re-downloaded, tested, and works fine, both on my laptop and PC. That's must be compatibility problems so I can do nothing about. I already put a note that unoptimized resolution may result in fatal error, since that's the common cause.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Unfortunately I think that is true. :/
I did already redownload it, and the issue remained.

It's fine. I can wait until someone can actually play the map and make an official review.

I wonder why the issue occurs tho, what may causes it. Personally, I never experienced such kind of critical error with any kind of map uploaded here. I already tested the map on Windows 7 both 32&64-bit and on Windows 8. I also literally played the map on multiple machines with various drivers and specifications with multiple game settings. But all works just fine for me. In fact, I didn't even know why I put a warning about the resolution issue since I can't re-produce it myself.
 
Level 26
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Messages
2,482
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Note:
We talked a little bit about this map in the moderation forums.
We agreed that the maps need to be available for all players.
In order to approve this map, it needs to be useable in a common format.

Status set to Awaiting Update until this is fixed.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
profilepic210991_9.gif
Rufus Moderation Note

storywritingart.gif
Note:
We talked a little bit about this map in the moderation forums.
We agreed that the maps need to be available for all players.
In order to approve this map, it needs to be useable in a common format.

Status set to Awaiting Update until this is fixed.

I wouldn't decide so if I were you. Considering the fact that you and Ardenian are the only guys having this problem. But it's your call after all.
 
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I hope it didn't seem like I abused my power.

I wouldn't apply this moderation if we didn't agree to it together (not only me and Ardenian, but a few people that it seemed to work for too).
I made sure that moderators, not only reviewers, gave their input aswell.

Additionally, I would like to have the possibility to try the game out too... :D

Would you have to decrease the quality of your map in order to make it work for all players?
In that case it could be argued that it should be approved anyway, but with a clear note that it doesn't work for all players.
 

Kazeon

Hosted Project: EC
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I hope it didn't seem like I abused my power.

I wouldn't apply this moderation if we didn't agree to it together (not only me and Ardenian, but a few people that it seemed to work for too).
I made sure that moderators, not only reviewers, gave their input aswell.

Additionally, I would like to have the possibility to try the game out too... :D

Would you have to decrease the quality of your map in order to make it work for all players?
In that case it could be argued that it should be approved anyway, but with a clear note that it doesn't work for all players.

Can you prove that the problem is on the map, not on your machine or Ardenian's? Moments ago I have just asked my friend to play my map on his PC, and he said it works all fine as well. He's using Windows 8. It's been tested on 5 different machines with vary operating systems and specifications. Nothing's wrong happened.

The map quality has nothing to do with the problem.

Who else were in the discussion if I may ask? Do they have the same problem? Can I see the whole conversation? I believe discussion upon a single map is not a private thing.

EDIT:
What patch version are you using btw?
 
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Ok, then this map perhaps just should be reviewed by someone else.
My computer is not the best, but I actually reinstalled the game before trying it, downloading the latest patch from bnet aswell.

Well, Ardenian and I raised the question in the reviewers forum, and Ralle and Shadow Fury agreed with our decision. You will have to ask Shadow Fury or Ralle for allowance to see the entire conversation though, as I don't think I can take that decision.
 

Kazeon

Hosted Project: EC
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Ok, then this map perhaps just should be reviewed by someone else.
My computer is not the best, but I actually reinstalled the game before trying it, downloading the latest patch from bnet aswell.

Well, Ardenian and I raised the question in the reviewers forum, and Ralle and Shadow Fury agreed with our decision. You will have to ask Shadow Fury or Ralle for allowance to see the entire conversation though, as I don't think I can take that decision.

Try to use patch version 1.26 then ; )

It sounds like you were simply asking opinions, and the they gave their opinions without knowing the circumstances. I can ask, did they test the map themselves? Did they experience the same issue? Did you tell them that the problem only happens to you and Ardenian? Did they realize there is no other crash complaint other than yours in this thread? Based on what they made their opinions?

Correction:
My friend is using Windows 10 64-bit. So it's confirmed to be fully working on Windows 7 32&64-bit, Windows 8, and Windows 10 64-bit.
 
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Try to use patch version 1.26 then ; )

It sounds like you were simply asking opinions, and the they gave their opinions without knowing the circumstances. I can ask, did they test the map themselves? Did they experience the same issue? Did you tell them that the problem only happens to you and Ardenian? Did they realize there is no other crash complaint other than yours in this thread? Based on what they made their opinions?

Wrong. These are just groundless assumptions.
I actually checked the map myself, but it crashed just as I tried to load it. You know what's strange? I tested your map long time ago when you had first uploaded it and it worked fine (didn't drop my review back then). However, after some updates you did, it appears you've messed up with something and now it doesn't work. By the way, I played with the same resolution on the same computer with exactly everything as I'd tested the first time.
You can't put the blame simply on the hardware if some people experience this problem. Our rules are crystal clear on the matter: the map must be fully-functional for approval. Here, I'll quote the part that says so:

All submissions must have a minimal amount of errors. If it does not function properly in-game it will not be accepted.

Quoted from the General Resource Rules.
The game might work for you and a few others, but we cannot overlook the fact it doesn't for some people. This blatantly demonstrates there is a problem with the game itself. Would you mind digging further into the issue? Perhaps, after a specific update, you changed something that shouldn't have been altered.
 

Kazeon

Hosted Project: EC
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Wrong. These are just groundless assumptions.
I actually checked the map myself, but it crashed just as I tried to load it. You know what's strange? I tested your map long time ago when you had first uploaded it and it worked fine (didn't drop my review back then). However, after some updates you did, it appears you've messed up with something and now it doesn't work. By the way, I played with the same resolution on the same computer with exactly everything as I'd tested the first time.
You can't put the blame simply on the hardware if some people experience this problem. Our rules are crystal clear on the matter: the map must be fully-functional for approval. Here, I'll quote the part that says so:



Quoted from the General Resource Rules.
The game might work for you and a few others, but we cannot overlook the fact it doesn't for some people. This blatantly demonstrates there is a problem with the game itself. Would you mind digging further into the issue? Perhaps, after a specific update, you changed something that shouldn't have been altered.

If there's something wrong with the map, it should've crashed for anybody else, not just 3 out of hundreds. I never blame anything, I just mentioned that that's probably a compatibility issue. In fact you are the one who's one sidedly blaming my map to be troublesome, without being able to prove. I always added "probably" in my statements since I can't be sure what's the problem. While judging by the way you spoke, it sounds like you are very sure that the problem is absolutely on the map. Can you prove it then?

Somebody with enough mapping experience will be easily able to classify kind of errors. Crashes in the middle of the game (after map initialization) is obviously caused by triggers and scripts. Crashes happens immediately before loading begins is caused by faulty saving progress (only happens on JNGP) and in some circumstance, the use of certain variable on map initialization. The crash you mentioned is nowhere within those classifications, I can't even classify it since I never encountered such thing.
 
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If there's something wrong with the map, it should've crashed for anybody else, not just 3 out of hundreds. I never blame anything, I just mentioned that that's probably a compatibility issue.

You're speaking as if we are surely the only 3 who had crash problems, but this may not be true, but let me say something else. Never before has a Warcraft map had "compatiblity issues" because if the computer is able to run Warcraft, then all maps must be playable. If you change the engine/scripts/whatever so much to cause compatiblity issues, then this is a problem you must solve. You cannot present a map with such issues as all people must be able to run it if their Warcraft functions.

In fact you are the one who's one sidedly blaming my map to be troublesome, without being able to prove. I always added "probably" in my statements since I can't be sure what's the problem. While judging by the way you spoke, it sounds like you are very sure that the problem is absolutely on the map. Can you prove it then?

Your map is troublesome if it causes problems to some users, but you're taking a defensive stance for no reason instead of looking for the problem. You cannot just ignore the minority because they are the only ones who voiced up. Three users said your map crashes, and probably more will.
Imagine that your map is hosted on BattleNet for example. Say that 6/8 load the map, what about the remaining two, considering they are not spectators? They'd ruin the game because they would not load the map, forcing all the 8 players to remake everything and find other people. What about if these two guys were friends? Even worse.
Your map needs to work for everybody, not just for the majority (that's assuming the map works for the majority which may not be true though). This is not a plausible reason for turning a blind eye to all of this. That's sufficient to prove Rufus right on his decision.

Somebody with enough mapping experience will be easily able to classify kind of errors. Crashes in the middle of the game (after map initialization) is obviously caused by triggers and scripts. Crashes happens immediately before loading begins is caused by faulty saving progress (only happens on JNGP) and in some circumstance, the use of certain variable on map initialization. The crash you mentioned is nowhere within those classifications, I can't even classify it since I never encountered such thing.

This is the risk you run when you try to change the normal engine of Warcraft: anomalous bugs that nobody has ever seen before. In addition, map mods and reviewers are not wizards of triggers and scripts, so if you have a very strange crash problem, you'd better ask in Triggers and Scripts forum instead of asking mods and reviewers.
 
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