Moderator
M
Moderator
20:02, 31st Aug 2010
ap0calypse: Rejected
Although this is indeed an improvement, there is still so much to fix.
Let's start with the description: you cannot attract a lot of people if you do not have a good description.
'Do not judge a book by a cover' you say? Fact: most people choose a book for it's cover, just because they cannot be bothered to read books with a good cover - unless they got recommended for some reason (and no: those people aren't 'retarded', it's merely natural).
Then we've got another rule: "Thou shallt not multi-upload!" (multi-uploading is uploading the same map multiple times - newer/older versions of a map are counted as the same map, no matter how different they are).
Let's get to the map itself: the terrain - although improved - still leaves me with an empty feeling.
When starting a new map, select "Initial water level: Shallow water" (set all other values to whatever you like). When the map is created, raise (with the raise tool, not the blizzard cliffs!) the terrain just above the water (but only a little bit!).
Then select the Apply height: Plateau-tool and you can easily equalize the entire terrain with that.
What's the difference? That's simple: you can create a lot better-looking rivers/puddles/lakes/shores this way! Rivers created through blizzard cliffs are horrible!
You should also mis more different tilesets with eachother and don't be afraid to use that raise tool! Stay off blizzard cliffs though.
The positioning of the houses in the cities were also quite unlikely.
Another thing you should definitely add are environmental doodads - these (although small) doodads will provide a much better terrain once used correclty (not spammed!).
Optionally, add a fog (Scenario -> Map Options -> Use terrain fog = lineair).
The triggers... yeah, I don't really think of those as 'triggers'.
There were nearly no triggers. The first one isn't even needed and the rest are "a unit died" -triggers.
You didn't even touch the variable editor (variables are a key factor in every game's triggers), nor did you actually... do anything at all in the trigger editor.
The objects haven't been improved as far as I can see.
They're still the same, unoriginal/boring, objects as ever.
A few edited spells with a standard description, a few edited units which didn't even look edited.
One thing you should learn: CREATE CUSTOM UNITS! At the moment you have to search through the entire object list just to find one unit.
A better way would be to create a custom unit for EVERY unit you will use in the map and give it the same race as other units of the same type (such as: all enemies are in the orc race, all player units are humans etc).
There is just no organization in this and it looks really bad.
Additionally: learn how the damage dice / number per dice formula works, you cannot properly create objects without it.
That'd be all.
Permanently rejected.
ap0calypse: Rejected
Although this is indeed an improvement, there is still so much to fix.
Let's start with the description: you cannot attract a lot of people if you do not have a good description.
'Do not judge a book by a cover' you say? Fact: most people choose a book for it's cover, just because they cannot be bothered to read books with a good cover - unless they got recommended for some reason (and no: those people aren't 'retarded', it's merely natural).
Then we've got another rule: "Thou shallt not multi-upload!" (multi-uploading is uploading the same map multiple times - newer/older versions of a map are counted as the same map, no matter how different they are).
Let's get to the map itself: the terrain - although improved - still leaves me with an empty feeling.
When starting a new map, select "Initial water level: Shallow water" (set all other values to whatever you like). When the map is created, raise (with the raise tool, not the blizzard cliffs!) the terrain just above the water (but only a little bit!).
Then select the Apply height: Plateau-tool and you can easily equalize the entire terrain with that.
What's the difference? That's simple: you can create a lot better-looking rivers/puddles/lakes/shores this way! Rivers created through blizzard cliffs are horrible!
You should also mis more different tilesets with eachother and don't be afraid to use that raise tool! Stay off blizzard cliffs though.
The positioning of the houses in the cities were also quite unlikely.
Another thing you should definitely add are environmental doodads - these (although small) doodads will provide a much better terrain once used correclty (not spammed!).
Optionally, add a fog (Scenario -> Map Options -> Use terrain fog = lineair).
The triggers... yeah, I don't really think of those as 'triggers'.
There were nearly no triggers. The first one isn't even needed and the rest are "a unit died" -triggers.
You didn't even touch the variable editor (variables are a key factor in every game's triggers), nor did you actually... do anything at all in the trigger editor.
The objects haven't been improved as far as I can see.
They're still the same, unoriginal/boring, objects as ever.
A few edited spells with a standard description, a few edited units which didn't even look edited.
One thing you should learn: CREATE CUSTOM UNITS! At the moment you have to search through the entire object list just to find one unit.
A better way would be to create a custom unit for EVERY unit you will use in the map and give it the same race as other units of the same type (such as: all enemies are in the orc race, all player units are humans etc).
There is just no organization in this and it looks really bad.
Additionally: learn how the damage dice / number per dice formula works, you cannot properly create objects without it.
That'd be all.
Permanently rejected.