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N.D.F.A.I v.1.23

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Contents

N.D.F.A.I v.1.23 (Map)

Reviews
17:55, 25th Aug 2010 ap0calypse: Rejected
Level 1
Joined
Aug 3, 2009
Messages
501
-Kobas- , how about we cut to the chase and just vote this bad boy for Rejection ?

~ No Description, No Category, No reason to download.

- Rating : N/A
- Voting for : Rejection!
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Little word of thanks:
I thank you from the bottom of my heart for not protecting this map!
Protecting is a plague which is becoming uncontrollably popular amongst new modders, so thank you for not going along with this (even if it was just because you don't know how, now you know to never do it).


Description:
"The reason why a good description is necessary is to encourage players to play your game.
It will grip the attention of people who (accidentally) pass by, attention is one of the basic things a map must have, otherwise it will be forgotten in the thousands and thousands of maps on battle.net."
( - The Importance of a Description, by me).

Additionaly, a description is required (not just optional).
Only a few people will download your map with no description and it is certain to get rejected.


Terrain:
The terrain isn't appealing.
The combination Ice - lava only very rarely works, most new mappers immediately begin combining these opposites, but the truth is that it is ugly.
Apart from this bad combination choice, the terrain itself was very plain and boring - the river was done with blizzard cliffs (stay off blizzard cliffs!), the terrain itself barely had any tile variation (the paths had there own tile with a silly patch of another tileset every so many points).
The bright red lava tile is something you should never use on it's own - it's good in combination with lava cracks, a fog and additional doodads when viewed from a distant, but never use it the way you used it.
The same actually goes for ALL tiles: all tiles require doodads, diffferent tilesets and optional fog/weather effects.
Another problem is the height: there is no height variation (no, not blizzard cliffs), use the "Apply Height: Raise/Lower" tool more often! (and afterwards, smoothen it to remove the sharp points).


Triggers:
Your triggers contain a lot of memory leaks (basic explanation: memory leaks are the main reason for late-game lag, they exist because you don't remove some stuff which then piles up).
If I didn't convince you to fix these yet, let me rephrase that: a spawn-based map such as yours has (nearly) no chances of getting approved if it has memory leaks.
Advanced explanation + how to fix them: Basic Memory Leaks.

This is not the only problem with your triggers, they are quite inefficient as well.
Here is a little example:

  • Unit1
    • Events
      • Time - Every 50.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 3 Crystal Golem for Player 1 (Red) at (Center of unit6 <gen>) facing Default building facing degrees
  • Unit2
    • Events
      • Time - Every 50.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 3 Crystal Golem for Player 1 (Red) at (Center of unit5 <gen>) facing Default building facing degrees
There are 24 of these triggers (thanks for doing the counting for me ^^).
They could all be combined, some ways are more efficient than others, but in general I advice you to:
  • Store all unit types in an arrayed variable.
  • Store the time-interval in an arrayed variable.
  • Store the spawn location in an arrayed variable.
  • Store the amount of units which need to spawn in an arrayed variable.
  • (Optional: store a boolean to see if the units can still spawn or not).
Then loop through the list, if time >= spawn interval, then spawn the units.


Objects:
You're probably pretty bored from reading all the rest now, so I'll keep this short:
  • Customize your units more.
  • Learn how the damage formula works (the same as bounty formula).
I know, this is very short, but it isn't the full list of problems either, just something you should really work on.
 
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