- Joined
- Apr 19, 2008
- Messages
- 2,414
One of my maps in the past, and one I have just begun, is a bit of a "multiplayer campaign."
They combine many elements to deceive players into thinking they have switched maps, however the map itself is so big it reaches maximum number of units, doodads, destructibles, etc.
Some examples of things i have/plan to use are:
• "Fake Terrain" that appears to be more than one type of cliff in the one map.
• The "Set Camera Bounds" function in triggers/jass
• Large walls using that weird Beta Mainscreen arthas face size 10 tinted black to look like the edge of the map (it actually works)
• Calling scripts such as set light environment for players who go to the different areas
These large maps (size 480x480, courtesy of WEU) are also quite laggy.
I'm just curious what other people would think of the idea, and also wondering how they might solve the problem with maximums.
I've also considered remaking a map of this sort so that its small, and everything is generated by triggers... then saved to a game cache, deleted, and something else is created. But that would take loads of time to code...
They combine many elements to deceive players into thinking they have switched maps, however the map itself is so big it reaches maximum number of units, doodads, destructibles, etc.
Some examples of things i have/plan to use are:
• "Fake Terrain" that appears to be more than one type of cliff in the one map.
• The "Set Camera Bounds" function in triggers/jass
• Large walls using that weird Beta Mainscreen arthas face size 10 tinted black to look like the edge of the map (it actually works)
• Calling scripts such as set light environment for players who go to the different areas
These large maps (size 480x480, courtesy of WEU) are also quite laggy.
I'm just curious what other people would think of the idea, and also wondering how they might solve the problem with maximums.
I've also considered remaking a map of this sort so that its small, and everything is generated by triggers... then saved to a game cache, deleted, and something else is created. But that would take loads of time to code...