- Joined
- Feb 1, 2009
- Messages
- 111
My story:
I'm currently working on a map that combines the styles of tower defence and RPG - so a hybrid of the two. The map is 80% GUI
If I tell you the number of triggers and variables i have in my map so far no one would believe me, (lol), though I just wonder what the expected range of acceptable amount of variables/triggers ? I know it can depend on a number of things but here's what my map game/system involves so far :
1 - half a dozen heroes, which 4 abilities each
2 - 25 Creep-leveling areas so far, each with a smart-spawn system i developed (supports hero level to 100, and have used up 40% of the map space so far).
3 - a 'wave spawn' system where enemies approach to destroy the city
4 - a 'tombstone revive' system, so players have to wait until a timer expires to revive or be revived using the tombstone system
5 - item pickup and item buying restriction, class upgrade system, blacksmith forging and item upgrading system, and a mining system.
This is my first warcraft 3 map and it was my dying wish to make it an oRPG as i have no interest in any other map style. I'm proud to say the map is leakless from what I can tell though I could be wrong, or at least I'm confident that it is 95% leakless.. though with that many triggers even 99% wouldn't suffice haha.
I will cut down on the triggers ENORMOUSLY but as of now its what I have to work with.
.
.
I wasn't going to state the amount of triggers I have because it's embarrassing but here it is:
394
Are there any pitfalls to having that many triggers?
My number of variables:
1082
Are there pitfalls to having that many variables ?
I'm currently working on a map that combines the styles of tower defence and RPG - so a hybrid of the two. The map is 80% GUI
If I tell you the number of triggers and variables i have in my map so far no one would believe me, (lol), though I just wonder what the expected range of acceptable amount of variables/triggers ? I know it can depend on a number of things but here's what my map game/system involves so far :
1 - half a dozen heroes, which 4 abilities each
2 - 25 Creep-leveling areas so far, each with a smart-spawn system i developed (supports hero level to 100, and have used up 40% of the map space so far).
3 - a 'wave spawn' system where enemies approach to destroy the city
4 - a 'tombstone revive' system, so players have to wait until a timer expires to revive or be revived using the tombstone system
5 - item pickup and item buying restriction, class upgrade system, blacksmith forging and item upgrading system, and a mining system.
This is my first warcraft 3 map and it was my dying wish to make it an oRPG as i have no interest in any other map style. I'm proud to say the map is leakless from what I can tell though I could be wrong, or at least I'm confident that it is 95% leakless.. though with that many triggers even 99% wouldn't suffice haha.
I will cut down on the triggers ENORMOUSLY but as of now its what I have to work with.
.
.
I wasn't going to state the amount of triggers I have because it's embarrassing but here it is:
394
Are there any pitfalls to having that many triggers?
My number of variables:
1082
Are there pitfalls to having that many variables ?