- Sep 17, 2009
It shouldn't be like that, really.ill check on making the description for the op-limit a little more.
i did miss an explanation on threads.
This tutorial does have a lot of info. i wanted it to be that way. some of the stuff i wanted to stress the importance of them so i did make the explanation a little longer for those. I want to add more links to more detailed tutorials just like i did with a few of the tutorials in Section 4. Like i said b4 if u have any tutorials u think i should link to this then post me the link. I dont see this as an overkill because i dont explain every little detail for everything. this is one reason y i need more tutorials so i can say that there is a more detailed tutorial on that specific chapter. this way they can get a basis from this tutorial then move onto the more advanced / more detailed tutorial for a better understanding.
Stressing important topics is neccessary, I totally agree on that.
However, I'm missing a certain logic behind your tutorial.
I understand this is an "all in one" tutorial and yes, I think there is a need for something like that. However, such an all in one tutorial should imho never give a real explanation of specifics or details of each topic.
You basicly jump from 'not giving any useful information on one topic' to just 'mentioning a problem' and then again to 'mentioning lots of details, but not doing it in the full scope'.
Sometimes you cover the details of a topic, but don't give a general idea about it.
I simply feel that you haven't decided for a target audience with your tutorial. Some topics require absolutely no knowledge, which is good for starters, some topics already require extended GUI knowledge and some topics even require JASS skills.
You should pick one target audience and always make sure the target audience can follow. Always have that in mind when writing. If that means starting from reinventing to wheel, then so be it!
Also, I think that you should never get into detail with any of the topics, as this is clearly a redirectional tutorial.
In each topic, I recommend to always ask the following three questions:
1) does the user understand what the topic is about and why it is a problem
2) is the user able to decide wether it's important for his map or not?
3) is there a quick and small solution to the problem worth including directly into the tutorial, or is it better to link to a dedicated tutorial?
The reason I'm saying that is because you tend to lose yourself in unneccessary details on the topics you like and only scratching the surface of topics you are not quite fond of.
Your tutorial, as an "all in one", should go in neither of those directions. Scratching the surface is bad, because it implies that a problem might be easier to fix than it actually is. Going into detail is also bad, because it makes the tutorial redundant and way too lengthy.
Take for example your Locals tutorial. There's no need to go into detail how to use locals. It just stretches your tutorial and by going into detail, you mention only one aspect of locals actually, which might cause the reader to think that your solution is the only one that exists, which is not the case.
Also your MUI and waits tutorial. Mention what is MUI, mention what the problem is with waits and then just link to one of the dedicated MUI tutorials.
You should always do it like this. There should only be three steps for each topic in your tutorial:
1) explanation of the problem
2) explanation of why it is important to know
3) if it is a topic without tutorial or with a minor scope: explain the solution, covering ALL aspects OR: if it is a major scale problem, link to a dedicated tutorial covering ALL aspects.
All in all:
Either cover all details of a problem or don't cover it at all and just link to another tutorial. Covering only parts of a problem confuses the reader and makes the reader most likely make false assumptions.
Just an example of how I could imagine the waits tutorial:
- You start with an explanation of the different methods of creating time delays, as there are:
waits, waiting for conditions, timers, timer events, game time events
All of those have their unique purposes which they shine at, whereas timers are only accessable with Custom script and are the most accurate and universal solution.
- You explain the pros and cons of each type of delay and the situations where they should be used and where not
- You don't go into detail with each type of delay
- You mention that there are several methods to make time delays work as desired and cross-reference hashtables, locals, general MUI ideas, etc. and help him select the most appropriate one by giving pros and cons (Note: You just only mention those methods and link to the dedicated chapters/tutorials! Don't go into any detail!)
This is the structure of a good tutorial, imho. Notice how like that you presented the reader with the full scale of the problem, without steamrolling him with information? The reader now understands the problem and will decide which solution is the best in his case and read the specific topic/tutorial about it.