1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Choose your means of doom in the 17th Mini Mapping Contest Poll.
    Dismiss Notice
  3. A slave to two rhythms, the 22nd Terraining Contest is here.
    Dismiss Notice
  4. The heavens smile on the old faithful. The 16th Techtree Contest has begun.
    Dismiss Notice
  5. The die is cast - the 6th Melee Mapping Contest results have been announced. Onward to the Hive Cup!
    Dismiss Notice
  6. The glory of the 20th Icon Contest is yours for the taking!
    Dismiss Notice
  7. Shoot to thrill, play to kill. Sate your hunger with the 33rd Modeling Contest!
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

AenimA v.338

Submitted by Sube2
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
--------AenimA v.337--------
Notes-
->Map is based off of one of my older maps "The Crypt".
->Map does use a Host Detector, so be whatever color you want.

Description-
About
AenimA is new type of Hero Arena, kind of. That's the easiest way to explain it. In AenimA the host will get a variety of customization options for the gameplay. During the time that the host is selecting his/her gameplay preferences the other players will have a help list across their screen, teaching them how to play quickly and easily. After the game is setup each player will be able to choose his secondary class which is either Banshee (Agility), Void Tormentor (Strength), or Defiler (Intelligence). Their main class will always be Necromancer and cannot be changed. With all of these classes, you will have only one thing in common, the spellbook. The spellbook is where your Necromancer half comes in, inside of your spellbook is a list of undead minions you can summon, but at a cost. You will forge an army to fight alone in FFA mode, or fight with your teammates in Team Death Match or Team Domination modes.


How to Play-
Help
AenimA is a simple game to learn, but a difficult one to play. Across the arena you will see Tormented souls, that nomatter how many times killed, never dissappear off the map. These Tormented souls are your source of power. All you have to do is use "Corrupt Soul" on these wandering inhabitants and they will be killed giving you Souls (Gold). Use your souls to summon up a strategic army to better your opponents. Of course you'll want to use your heroes other skills, grab items, and level him to 25 along the way. That always helps :D.


Game Modes-
->Team Death Match
TDM
A simple fight to the death with fellow teammates. The Host can choose whether the players have lives, the game is timed, or that there is a kill limit that must be reached. If he selects lives, each player will be givin X number of lives, the team to lose all of their players first loses. If the Host picks a timed game, the team with the highest score at the end of the game wins. If the Host picks a kill limit, the first team to reach that limit wins.


->Free For All
FFA
Has the same rules as TDM except you're all alone. :(


->Team Domination
TDom
This mode brings constant battle to the arena. The other modes may have pauses where players are collecting souls and running from each other. But in this mode, combat and time is of the essence. There are control points laid out across the arena which must be captured and held. These control points add points to the board for your team over time, the more you have, the more points you get. The first team to reach 1000 points wins.


->More Modes To Come!

The Arena's-
->The Overlook
Arena
[​IMG]
This is a large arena that is implemented for a Full House game. The arena can be played with any amount of players, but if you are not with a full 10 players, this is not suggested. The arena has a beautiful mountain range surrounding a destroyed city with very few remains left. The center of the arena contains more Tormented souls due to the fact it is a once inhabbited city.


->Division
ArenaB
[​IMG]
This map is suggested for any amount of players. A Full House game may be a little too hectic for this medium sized arena, but many people prefer the nonstop combat over the small intervals of soul collecting. This arena contains a river dividing two landforms. One landform is a more corrupted land while the other is a forest containing life everywhere. With a large bridge in the middle between two mountains that connect the upper and lower half of the arena, this arena is simply chaotic.


->More Arena's to come!

-Version Log-
v.319 -> Beta release!
v.328 -> Made changes with the Multiboard to make it cleaner and nicer. Changed a few extra less important things around. Added more Tormented Spirits to "The Overlook".
v.332 -> Added 2 new vendors to upgrade your hero and minions. Changed the max time for a timed game to 1 hour, instead of 30 mins. Fixed a bug where your team would get kill points if you killed an ally.
v.335 -> Reduced the cost of all items that can be purchased except for the ones from the Apothecary. Balanced the Hell Spawn, and made it where if a player leaves his units are removed so you can't farm your score.
v.337 -> Fixed the lives bug, and the Defiler walking bug. Added a loading screen. Through 5 tests, these were the only bugs I could find. I'm sure theres more out there, but they have to be very rare or very unnoticable.
Please leave suggestions! Help me better the map!
v.338 -> I quit Wc3 awhile back when it was ruined by host bots, (personal opinion, no need to comment). Anyways, I had quite a few requests to make this map unprotected so people could do with it as they will. So here is an unprotected version. I don't play anymore, but if you mod it please keep me as the creator. Thank you.

Keywords:
Necromancer, Undead, Hero Arena, Survival, Mini-Game, CTF, horror
Contents

AenimA v.338 (Map)

Reviews
Moderator
18:32, 12th Aug 2010 ap0calypse: Rejected
  1. 18:32, 12th Aug 2010
    ap0calypse: Rejected
     
  2. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    Please leave comments with suggestions and ratings!
     
  3. ACdestinydream

    ACdestinydream

    Joined:
    Dec 8, 2009
    Messages:
    566
    Resources:
    0
    Resources:
    0
  4. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
  5. dead-man-walking

    dead-man-walking

    Joined:
    Nov 30, 2009
    Messages:
    1,574
    Resources:
    0
    Resources:
    0
    Does this contains AI (Asking because it seems interesting)?
     
  6. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    No it doesn't.. I am in the process of working on one though, because it does seem quite fitting for a game like this.
     
  7. real138

    real138

    Joined:
    Sep 3, 2009
    Messages:
    1,447
    Resources:
    3
    Icons:
    3
    Resources:
    3
    lol looks good you got my review already :D
     
  8. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    Can you rate it please? :D
     
  9. real138

    real138

    Joined:
    Sep 3, 2009
    Messages:
    1,447
    Resources:
    3
    Icons:
    3
    Resources:
    3
    ha id ay 2.5/5 right now but thats the rating from the last version havent seen the new one.
     
  10. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    Lol the last version was all buggy and in test phase real.. You should have just waited to test the released version. Then rate :p
     
    Last edited: Jan 20, 2010
  11. real138

    real138

    Joined:
    Sep 3, 2009
    Messages:
    1,447
    Resources:
    3
    Icons:
    3
    Resources:
    3
    ha i said that. :p
     
  12. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    Lol well I didn't know you hadn't tried it :D
     
  13. real138

    real138

    Joined:
    Sep 3, 2009
    Messages:
    1,447
    Resources:
    3
    Icons:
    3
    Resources:
    3
    lol i got no time to test for another week. ill give a full review then :p
     
  14. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    Alright cool, you'll notice that this v has alot more in it than the one you played.
     
  15. real138

    real138

    Joined:
    Sep 3, 2009
    Messages:
    1,447
    Resources:
    3
    Icons:
    3
    Resources:
    3
    awesome cant wait to see it.
     
  16. SodaROAR

    SodaROAR

    Joined:
    Jan 30, 2010
    Messages:
    1
    Resources:
    0
    Resources:
    0
    Me and a few friends play this game like everytime we're on. This map has alot of unique qualities and is very fun to play even if you're begginner. It's easy for new starters, and it still has very many strategies to learn create, and use. Every game we play is different, someone wins with a different strategy each time and it's really fun and challenging.


    -Terrain: 4/5 (It has very nice terrain, but there are a few blizzard made cliffs in the 2nd arena, but for the most part it uses custom cliffs with very nice detail)

    -Replayability 5/5 (As I said before, noobies can learn fast and play in the first minute. There are many different strategies to learn and there are different gameplay styles.)

    -Bug Problems 5/5 (I have played this game atleast 30 times in the past week, and have yet to find a single bug.)

    -Customization 4/5 (Everything is almost completely customized, theres just a few things that he used some blizzard effects, but the game still looks nice.)

    -Models 5/5 (The models in this are great! Every model has nice detail to it!)

    -Gameplay 6/5 ( yeah seriously, This doesn't mean it's the best map in wc3, but the gameplay on this is set up incredibly smoothly.)

    -Teamwork 3/5 - 5/5 ( Of course if you play Free For All mode, this is pointless. But in Team Deathmatch, the teamwork is required to an extent, but sometimes it isn't completely necessary. In Team Domination Mode however, there is definetly no I in team. This mode is an instant lose if your team doesn't work together.)

    I highly suggest this map to anyone.
     
  17. light bolt30

    light bolt30

    Joined:
    Jan 31, 2009
    Messages:
    1,839
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Keep changelogs under hidden tags, I liked how you didn't use blizzard cliffs in one of the arena's but the other...
     
  18. -Kobas-

    -Kobas-

    Joined:
    Jan 17, 2010
    Messages:
    5,892
    Resources:
    28
    Icons:
    1
    Tools:
    2
    Maps:
    10
    Spells:
    4
    Template:
    5
    Tutorials:
    6
    Resources:
    28
    [​IMG]
    [​IMG]


    AenimA v.338

    Created by Sube2 ; Uploaded by: Sube2
    Map size: 1397.04 KB

    [​IMG]

    1st - Ingame description / Custom GI
    2nd - How you used Import Manager
    3th - How you used Sound Manager
    4th - Gameplay

    [​IMG]

    1st - Terrain
    2nd - Triggers
    3th - Memory Leaks
    4th - How you used Object Editor

    [​IMG]


    Click

    Well I checked your map and I must say that I am a little disappointed!
    Idea:
    I already played few maps that looks like this one, I find only custom Game interface and maybe few stuff about gameplay that are new!
    Map description:
    Your map description is same like idea, simple without colors, only few basic stuff! For change all modes can be put in single hidden tag, different color can describe each one, add change log list into hidden tag also...
    Screenshots look horrible, honestly, why not to show custom game interface, few awesome spells ingame or how you created your terrain, at least hit "i" on your keyboard next time to hide that pink boxes!
    Here check this one:
    The importance of a Description [09 May 2009 17:41]ap0calypse
    and BB code list! (Maybe you already know this but why not to check it again, don't be lazy)
    Ingame description / Custom GI:
    I really like how you changed Human UI Tile, looks great but I must say that multiboard and customgame interface are only good things, you don't have hints, quest log is poor, really poor, credits are very bad (add color at least) Attack damage and Armor icons are fail, you have many programs out there and many already created icons to replace standard ones, grrrrr...
    I like this one only because of poor but at least created credit list and custom interface...
    Here link again:
    Polishing Your Game [24 May 2010 15:55]N1ghthawk
    Terrain:
    Grrrr I see that you tried to create custom cliffs etc etc, but some doodads are fail, Crater, Rocks (barrens), Rock Spires looks horrible!
    No Global Weather, No Custom Light Environment, No Terrain fog, grrrrrr...
    But don't worry I have something for ya:
    Click and find out

    Beginners F.A.Q To Terraining [22 May 2009 21:18]iPeez
    Creating a Dungeon Entrance [07 Oct 2009 14:07]X-OMG-X
    Creating Rivers with Rolling Shores [31 Dec 2006 21:56]1337D00D
    Editing Cliff Skins [02 Jan 2009 20:17]Argus
    How to Make Easy Waterfalls [10 Nov 2009 08:38]RoboHippo
    How to make good looking lava in WE [03 Feb 2010 13:50]Piwlady
    How to remove Blight's green clouds [26 Oct 2009 04:11]Stathisdjs
    iPeez's Complete Terraing Tutorial v1.0 [18 Jan 2009 18:38]iPeez
    Natural Environments [30 Aug 2008 21:42]~Void~
    Pathing - Everything about it [01 Jan 2010 18:33]Dr. Boom
    Playable Terrain: Islands [06 Sep 2008 08:41]Belgarath
    Playable Terrain: Overgrown Forests [03 May 2008 01:27]Belgarath
    Polishing Your Game [25 May 2010 00:55]N1ghthawk
    Terrain Overgoes - a small guide [28 Sep 2009 04:33]Belgarath
    Terrain: Advanced Lighting [13 Feb 2008 05:41]~Void~
    Terrain: Forest Cliffs [06 May 2007 11:48]Jattenalle
    Terraining - Path by the Sea [16 Feb 2008 02:23]Belgarath
    Terraining Tut. - Forests [04 Dec 2006 03:52]HernanG
    The Ultimate Beginners Terrain Tutorial [12 Jun 2007 13:31]HermanTheGibbon
    Various Terraining Tips! [17 Sep 2009 21:59]Revolve

    Well I attached links to few tut here on THW and to their Authors!
    Some are easy some are for advanced users!

    Some have little to do with terrain some much more!
    Pls at least scroll down each one just to check pictures!

    If you really want to learn how to terrain, check also other sites like
    http://world-editor-tutorials.thehelper.net/
    http://www.wc3c.net/
    and others...

    open maps, check terrain contest etc etc, check terrain board and people showcases, explore user albums, search Hive... You can always ask some user for help, join to Chat room sometimes (http://www.hiveworkshop.com/forums/apps.php?p=gochat)

    :razz: 2 Much work to do right...

    Triggers:
    OMG I don't know what to say, game seams to work but triggers are horrible, some actions are disabled because of errors...
    • Start Up
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Player Group - Pick every player in (All players) and do (Camera - Set (Picked player)'s camera Distance to target to 4000.00 over 0.00 seconds)
        • Camera - Apply Camera 001 <gen> for Player 1 (Red) over 0.00 seconds
        • Animation - Change [U]Unit's[/U] vertex coloring to (40.00%, 0.00%, 60.00%) with 60.00% transparency
    • -------------------------------------------------
    • [U]Unit's[/U] => There is no unit for example
    • -------------------------------------------------
    Here are some tutorials and links again so check if you have time:
    Click again

    2D Array Tutorial [10 Aug 2008 11:13]TriggerHappy
    A Collection of GUI Systems > Basic to Advanced (Incomplete) [27 Aug 2008 19:36]Kwah
    Advanced votekick tutorial just 6 triggers needed [06 Jan 2008 02:46]marcotjuhhhh
    Aquiring Abilities with Items [09 Dec 2007 11:29]PiCkstix
    Array Tutorial [13 May 2005 15:10]Draqz
    Arrow Key Movement / Camera System [14 Nov 2007 22:32]OneEight7even
    Basic Memory Leaks [03 Jan 2006 07:48]Ralle
    Basic Triggering [03 Jan 2006 07:11]Ralle
    Basics of a Cinematic [28 Aug 2006 09:02]Archian
    Basics of a Dialog [06 Mar 2007 17:09]Orc_Tamer
    Basics of Trigger Enhancing Spells [26 Nov 2006 07:53]Daelin
    Basics of Triggers [03 Apr 2007 14:40]Archian
    Buying abilitys [08 Aug 2007 14:55]Parrothead
    Chapter 1 - Static shapes (GUI) [26 Nov 2006 08:16]Daelin
    Chapter 2 - Dynamic Effects (GUI) [26 Nov 2006 08:05]Daelin
    Coloured Names [26 Dec 2009 23:20]sPy
    Complete and Concise GUI Tutorial [27 Dec 2008 16:56]Zypher
    Complete GUI Trigger Index/List [20 Oct 2006 09:17]Knights
    Create a sucessfull timer with window (reuploaded) [07 Sep 2008 09:05]Cheezeman
    Create precise timing cinematic using real variable [22 Apr 2009 21:54]Septimus
    Creating a First Person Camera [06 Aug 2008 06:58]Magamdy
    Creating a Hero Pick System: The Easier Way. [30 Dec 2007 11:51]Shantari
    Creating a Votekick System [07 Nov 2007 21:34]1)ark_NiTe
    Creating Easy Multi-User Quests [15 Aug 2007 10:02]The_Big_S
    Creating Enterable/Exitable Houses [25 Feb 2008 19:49]Tekal
    Creating some basic abilities [22 Apr 2007 04:45]paskovich
    Creep Respawn (GUI) [13 Apr 2008 16:05]SkriK
    Difficulty System - The Easy Way [05 Jun 2009 16:39]hunalexnl
    Dynamic Values Storage [25 Mar 2009 12:28]Kingz
    Essentials Tutorial [22 Aug 2009 06:25]Deuterium
    Exploration of Vertex Coloring [20 Jan 2007 11:45]chovynz
    Flexible Arrow Key Movement System [23 Apr 2010 16:03]RazorbladeRay
    Full Menus and Buttons Toturial [15 Apr 2008 05:57]xXCRIMINALXx
    Game Caches [18 Mar 2006 06:18]Bob27
    Gamespeed Keys [04 Oct 2007 14:22]Saitek009
    GUI - Hero Click-Selection (Advanced) [04 Oct 2007 13:27]Fulla
    Hashtables and MUI [26 Jun 2009 11:54]wyrmlord
    Hero Defense Template [25 Jan 2008 23:02]vnakira
    Hero Selection Systems [20 Aug 2007 06:33]Eleandor
    Hero Selection Systems [23 Mar 2007 15:03]Tonks
    How to begin in triggering, for the complete noob [24 Jan 2009 12:45]hawk_767
    How to make a Chain spell (GUI Version) [13 Aug 2006 12:09]Daelin
    How to make a Find that Person Quest. [11 Apr 2008 11:27]Dark Hunter1357
    How to Make Buildable Gates [20 Apr 2008 16:48]Mashintao
    How To Make Item Recipes [16 May 2007 09:29]Tooolbox
    How to make Professions [14 Sep 2008 06:59]Airandius
    How to make slow motion special effects [28 Nov 2007 15:27]nathanman
    How to trigger Auto-cast (Arrow) Abilities [26 Apr 2010 14:05]Stonebludgeon
    IDS (Infinite Number of Item Classes) [29 Mar 2010 06:59]-Kobas-
    Introduction To Trigger-Enhancing Spells [27 Jul 2004 13:32]whitenights
    Item-drop-system [06 Mar 2009 11:05]SlayerII
    Leaderboards [10 Aug 2006 06:18]Archian
    Lumber/Food Clock [25 Oct 2009 06:44]Arowanna92
    Making a full TD [Reviewed: Ralle] [27 Jun 2008 12:51]Ostaph13
    Making a Grenade Type Spell [14 Jul 2008 20:07]PrisonLove
    Making a Maze [11 Feb 2009 11:40]DarkLordX
    Making an Open Rpg [12 Jan 2006 01:43]Ralle
    Making any Spell Autocasting [15 Mar 2006 13:49]Ralle
    Making Elevators [25 Nov 2008 06:58]cool_is_i
    Multi-Instancible GUI Spell Making [26 May 2007 11:56]wyrmlord
    Multiboard Counter [30 Dec 2008 09:30]Squiggy
    Multiboards [11 Apr 2006 04:41]Bob27
    Multiple Creep Spawn System [12 Apr 2007 07:05]DoOs_101
    Off-site Tutorials [14 Sep 2009 12:52]Pyritie
    Point To Point Unit System [25 Jan 2009 22:59]rover2341
    PSN Hero Selection [23 Nov 2007 06:52]Kieve
    Quests [22 Feb 2006 23:15]Bob27
    RDZ's Incredible Item Stacking System of Doom [05 Oct 2005 12:28]Rao Dao Zao
    Reviving Heroes at a Changeable Region [23 Mar 2010 00:35]dOT145
    Save/Load Compression [28 Aug 2008 08:02]Hoernchen
    Simple Triggered Hero Artificial Intelligence in GUI [02 May 2007 03:38]DenZel94
    Spells - Frequently Asked Questions (FAQ) [25 Jul 2004 13:27]The_Raven
    Spells Importing Tutorial [26 Nov 2006 07:58]Daelin
    Stacking Items [21 Dec 2007 11:36]DigitalDemon
    Starting with GUI [21 Mar 2008 06:51]Lord_of_sausage
    TaaZ's Item System [26 Jul 2005 21:08]TaaZ
    The mysteries of the Spellbook [27 Apr 2007 13:36]Diablo-dk
    Torch System [25 Jan 2009 15:27]Belgarath
    Variables [03 Jan 2006 08:37]Ralle
    [GUI] Efficient Arrays - Multiinstanceabilty for Timers, Custom Values, and more [27 Aug 2008 12:04]PurplePoot
    [Reviewed: BlinkBoy] Understanding triggers and creating them. [20 Aug 2008 15:52]Zypher

    Memory Leaks:
    I find some memory leaks in your triggers, pls check links above you will understand what they are if you don't already know...
    • Untitled Trigger 002
      • Events
        • Unit - A unit Is issued an order targeting a point
      • Conditions
      • Actions
        • Unit - Move (Triggering unit) instantly to (Target point of issued order)
    • ......................................
    • Example for this trigger
    • ......................................

    How you used Import Manager:

    I can see that all imported stuff are files with low size, and that is really good! You have custom loading screen and map preview image, that's even better!
    How you used Object Editor:
    You just replaced abilities, units etc etc
    It is really hard to find what you want...
    This one is small problem but pro map maker should be well organized!
    How you used Sound Editor:
    This one is good, you used sounds and music in your map!
    Gameplay:
    Gameplay looks ok, it can be a little boring because there is already 2 much maps that look like this one but still you have done very nice job with custom modes! To explain, host can pick game modes and select difficulty with variables that means that game mode can be different for each game!
    Heroes looks good, models are ok but abilities are blizzard ones (ofc you change them a little)... 3 heroes only, few items and abilities...

    And for the end my last words:
    The Hive includes many talented Warcraft III modders of all skill levels among its users. New members (especially friendly ones) are always welcome. Take a look around and enjoy your stay, may it be long and productive!

    Some good places to start include:
    Searching the site using the above link always helps, you can learn a lot that way: just reading and learning is usually the best place to start, especially if one feels overwhelmed.

    Likewise, the tutorials can really teach ALL of us a thing or two.
    The chat room is cool: lots of people can answer questions there.

    A few other tips that might help too:
    -Always search first! Did I already mention THAT?
    -When creating a new thread, make the title VERY specific: so the site's search engine (and we users) can easily understand just what the thread contains.
    -Post your new threads in the proper forum: read the descriptions of each one so that you know what to post there.
    -If all else fails, just send me a private message! I'll try to do whatever I can to help.

    For new users:
    If map isn't finished jet, use Map Development forum for that! You can make thread there upload your map so people can tell you what they think just like here! Also for any help with triggers or how to clean memory leaks post triggers and create threads here Triggers & Scripts! Btw if you need any help with WE we have World Editor Help Zone here on THW! And at the end if you need any resource from icons to loading screens check this out Requests!

    I hope that my comment helps even a little so you can improve your map, if you want to know more, or just simple ask for something else I will try to help for sure!

    Final mark:

    [​IMG]
    [​IMG]
     
    Last edited: Jul 3, 2010
  19. Sube2

    Sube2

    Joined:
    Jul 17, 2007
    Messages:
    139
    Resources:
    9
    Maps:
    7
    StarCraft II Resources:
    2
    Resources:
    9
    The last memory leak you pointed out wasn't in use. It was just a quick trigger I turned on to screw around with during testing. So I don't think it's fair to count that. Lol.

    Oh and I disabled the actions by myself. Lol there's no errors.

    The game works fine and is seems bugless from all my tests and others playing and never lags or causes memory leak problems. I had the editor set up to my preferences, so It's kinda biased and unfair to rate it badly cus the triggers and object editor isn't placed the way you like it. When I'm triggering I always turn off actions and stuff incase I can fix it. It also helps me remember where to start. So that's a little unfair to rate badly because of that.

    Now, I will admit that I didn't make it very user-friendly with people who wanted to look at it, but hey I quit wc3, I didn't wanna spend a ton of time fixing it. So sorry lol.

    To the point, your overview is very biased and really doesn't tackle your reasoning, because some of the triggers you used as examples for your overview were disabled and could not be enabled at any point in the game. The editor would have had to turn it on for it to even work.

    Tips for you:
    Biased opinion = Bad Overview.
    You should not downgrade someone else's work because it's not the way you would have done it. Only downgrade work that doesn't work properly.