Not sure about other Map Moderators, but any map with approval here, is (imo) approval worthy. Dark.Revenant, if any of the maps posted here don't have approval in the maps section, please let me know with a PM. Include the link obviously.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Not sure about other Map Moderators, but any map with approval here, is (imo) approval worthy. Dark.Revenant, if any of the maps posted here don't have approval in the maps section, please let me know with a PM. Include the link obviously.
Besides, it's just the internet.
I mean the latest one 
. A bit strange that the replay needs the expansion. Could Dark.Revenant or Vicboy or anyone else tell me what happened in the replay?Rating: 0.00
Description: Crashes on loading
Damn, and it sounded like such a fun map, too...
May this be a lesson to everyone; always have your maps be platform-compatible. I will not play a map I cannot run on my Macintosh!
Dark.Revenant or Vicboy or anyone else tell me what happened in the replay?
The FPS issue may be because of weather effects. It may be because of memory leaks but noone has berated me for leaky triggers yet.
And yes, the layout sucks. Its that way because of my first attempt to get the computer players to do behave like I wanted them to.
Perhaps I should concentrate on making a campaign rather than try to squeeze everything into a single map.

spawn frequency

Events


Time - Every (8.00 x 60.00) seconds of game time


Map initialization

Conditions

Actions


For each (Integer A) from 1 to 10, do (Unit Group - Pick every unit in creepspawn and do (Unit - Create 1 creepType[((11 x creeplevel) + (Integer A))] for Neutral Hostile at (Position of (Picked unit)) facing (Random angle) degrees))
unitcount main

Events


Unit - A unit owned by Player 1 (Red) Spawns a summoned unit


Unit - A unit owned by Player 1 (Red) Finishes training a unit


Unit - A unit owned by Player 1 (Red) Begins construction


Unit - A unit owned by Player 1 (Red) Finishes reviving


Unit - A unit owned by Player 1 (Red) Dies


Unit - A unit owned by Player 1 (Red) Is issued an order targeting an object


Unit - A unit owned by Player 1 (Red) Spawns a summoned unit


Unit - A unit owned by Player 1 (Red) Finishes training a unit


Unit - A unit owned by Player 1 (Red) Begins construction


Unit - A unit owned by Player 1 (Red) Finishes reviving


Unit - A unit owned by Player 1 (Red) Dies


Unit - A unit owned by Player 1 (Red) Is issued an order targeting an object


Unit - A unit owned by Player 2 (Blue) Spawns a summoned unit


Unit - A unit owned by Player 2 (Blue) Finishes training a unit


Unit - A unit owned by Player 2 (Blue) Begins construction


Unit - A unit owned by Player 2 (Blue) Finishes reviving


Unit - A unit owned by Player 2 (Blue) Dies


Unit - A unit owned by Player 2 (Blue) Is issued an order targeting an object


Unit - A unit owned by Player 3 (Teal) Spawns a summoned unit


Unit - A unit owned by Player 3 (Teal) Finishes training a unit


Unit - A unit owned by Player 3 (Teal) Begins construction


Unit - A unit owned by Player 3 (Teal) Finishes reviving


Unit - A unit owned by Player 3 (Teal) Dies


Unit - A unit owned by Player 3 (Teal) Is issued an order targeting an object


Unit - A unit owned by Player 4 (Purple) Spawns a summoned unit


Unit - A unit owned by Player 4 (Purple) Finishes training a unit


Unit - A unit owned by Player 4 (Purple) Begins construction


Unit - A unit owned by Player 4 (Purple) Finishes reviving


Unit - A unit owned by Player 4 (Purple) Dies


Unit - A unit owned by Player 4 (Purple) Is issued an order targeting an object


Unit - A unit owned by Player 5 (Yellow) Spawns a summoned unit


Unit - A unit owned by Player 5 (Yellow) Finishes training a unit


Unit - A unit owned by Player 5 (Yellow) Begins construction


Unit - A unit owned by Player 5 (Yellow) Finishes reviving


Unit - A unit owned by Player 5 (Yellow) Dies


Unit - A unit owned by Player 5 (Yellow) Is issued an order targeting an object


Unit - A unit owned by Player 6 (Orange) Spawns a summoned unit


Unit - A unit owned by Player 6 (Orange) Finishes training a unit


Unit - A unit owned by Player 6 (Orange) Begins construction


Unit - A unit owned by Player 6 (Orange) Finishes reviving


Unit - A unit owned by Player 6 (Orange) Dies


Unit - A unit owned by Player 6 (Orange) Is issued an order targeting an object


Unit - A unit owned by Player 7 (Green) Spawns a summoned unit


Unit - A unit owned by Player 7 (Green) Finishes training a unit


Unit - A unit owned by Player 7 (Green) Begins construction


Unit - A unit owned by Player 7 (Green) Finishes reviving


Unit - A unit owned by Player 7 (Green) Dies


Unit - A unit owned by Player 7 (Green) Is issued an order targeting an object


Unit - A unit owned by Player 8 (Pink) Spawns a summoned unit


Unit - A unit owned by Player 8 (Pink) Finishes training a unit


Unit - A unit owned by Player 8 (Pink) Begins construction


Unit - A unit owned by Player 8 (Pink) Finishes reviving


Unit - A unit owned by Player 8 (Pink) Dies


Unit - A unit owned by Player 8 (Pink) Is issued an order targeting an object


Unit - A unit owned by Player 9 (Gray) Spawns a summoned unit


Unit - A unit owned by Player 9 (Gray) Finishes training a unit


Unit - A unit owned by Player 9 (Gray) Begins construction


Unit - A unit owned by Player 9 (Gray) Finishes reviving


Unit - A unit owned by Player 9 (Gray) Dies


Unit - A unit owned by Player 9 (Gray) Is issued an order targeting an object


Unit - A unit owned by Player 10 (Light Blue) Spawns a summoned unit


Unit - A unit owned by Player 10 (Light Blue) Finishes training a unit


Unit - A unit owned by Player 10 (Light Blue) Begins construction


Unit - A unit owned by Player 10 (Light Blue) Finishes reviving


Unit - A unit owned by Player 10 (Light Blue) Dies


Unit - A unit owned by Player 10 (Light Blue) Is issued an order targeting an object


Unit - A unit owned by Player 11 (Dark Green) Spawns a summoned unit


Unit - A unit owned by Player 11 (Dark Green) Finishes training a unit


Unit - A unit owned by Player 11 (Dark Green) Begins construction


Unit - A unit owned by Player 11 (Dark Green) Finishes reviving


Unit - A unit owned by Player 11 (Dark Green) Dies


Unit - A unit owned by Player 11 (Dark Green) Is issued an order targeting an object


Unit - A unit owned by Player 12 (Brown) Spawns a summoned unit


Unit - A unit owned by Player 12 (Brown) Finishes training a unit


Unit - A unit owned by Player 12 (Brown) Begins construction


Unit - A unit owned by Player 12 (Brown) Finishes reviving


Unit - A unit owned by Player 12 (Brown) Dies


Unit - A unit owned by Player 12 (Brown) Is issued an order targeting an object


Unit - A unit owned by Player 1 (Red) Finishes construction


Unit - A unit owned by Player 2 (Blue) Begins construction


Unit - A unit owned by Player 3 (Teal) Begins construction


Unit - A unit owned by Player 4 (Purple) Begins construction


Unit - A unit owned by Player 5 (Yellow) Begins construction


Unit - A unit owned by Player 6 (Orange) Begins construction


Unit - A unit owned by Player 7 (Green) Begins construction


Unit - A unit owned by Player 8 (Pink) Begins construction


Unit - A unit owned by Player 9 (Gray) Begins construction


Unit - A unit owned by Player 10 (Light Blue) Begins construction


Unit - A unit owned by Player 11 (Dark Green) Begins construction


Unit - A unit owned by Player 12 (Brown) Begins construction

Conditions

Actions


Wait 0.01 seconds


For each (Integer A) from (Player number of (Triggering player)) to (Player number of (Triggering player)), do (Trigger - Run unitcount subfunction <gen> (ignoring conditions))


If ((Unit-type of (Ordered unit)) Equal to Banshee) then do (Trigger - Run unitcount Daily <gen> (ignoring conditions)) else do (Do nothing)


If ((Player number of (Triggering player)) Greater than or equal to 7) then do (Set unitcounts[(Player number of (Triggering player))] = (unitcounts[(Player number of (Triggering player))] - 1)) else do (Do nothing)
unitcount Daily

Events


Time - Elapsed game time is 0.02 seconds


Game - The in-game time of day becomes Equal to 12.00

Conditions

Actions


For each (Integer A) from 1 to 12, do (Trigger - Run unitcount subfunction <gen> (ignoring conditions))


For each (Integer A) from 7 to 12, do (Set unitcounts[(Integer A)] = (unitcounts[(Integer A)] - 1))
unitcount subfunction

Events

Conditions

Actions


Set unitcounts[(Integer A)] = (Number of units in (Units owned by (Player((Integer A))) matching ((Life of (Matching unit)) Greater than or equal to 0.01)))
lol.. y did u make the "unitcount main" trigger's event so long?
lol. maybe the map is too advanced, need a better pc to play haha..
ColdRocker said:Perhaps you should integrate another base scoring item as Replayability. Often successful maps are ones that are replayable and provide different experiences every time. Just my 2c



I'll post a 4th of july special tomorrow... A review of Defense of the Ancients: Allstars.
Today, unless TEC_Ghost has something to say about it, I'll be re-rating Galactic Conquest and re-reviewing Battle Tactics.
I don't want to post a replay of a game in which people can blame my review on my skill at the game. Trust me, I've played DotA a lot and DotA: A a good bunch of times, too.
The auto-save replay function is something I WOULD turn on, but the problem is my Wc3 crashes when I click on the options menu button. I can't turn it on from in-game, either...

i May Watch It Sometime And Say Something Off To The Side, But I'm Sticking To The 1 Full Review Per Person.
I tried Battle Tactics again, only with the newest version. It still bugged up and failed just as before.
Galactic Conquest was a little better, but it mostly ran a little smoother.
I gave it a 3.20, a definite increase from 2.55, mainly because of the improved frame rates.