Moderator
M
Moderator
19:46, 10th Aug 2010
ap0calypse: Rejected
ap0calypse: Rejected
(3 ratings)
Ok, the map needs a lot of improvements, but it`s not so bad, to get rejected forever. The big plus is AI, and overall it`s pretty interesting idea. Hope you will make it better ;]
And don`t double post.
call RemoveLocation(udg_tempPoint)
Good enough. Though, at some part, I couldn't select NOTHING. Not even my worker. Oh, and at another time, all the models went....poof...vanished. Nothing was left rather than shadows and ground textures. 3/5 o_o
A decent spin on the tried and tested Castle Fight-type map.
Issues:
- Get a native English speaker to touch up on your tooltips. They are understandable, but contain many errors.
- Why are there neutral creeps?
- For attacking units, instead of your deselecting trigger, you should
1. Add the "Ward" classification to all units (this hides all the command icons)
2. Make a trigger than orders the unit to attack move to the enemy base whenever it receives an order from a player. It works beautifully.
Other suggestions:
- Make the map smaller. Maybe about 70% of its current size.
- Change the terrain a little: make more than just dirt for the bases, remove the Heavy Wind effect, balance out the middle area to provide more space for the armies. The burning church was also noted :O
- The voting period in the start is a massive waste of time. There should be a default mode that gets activated at 10 seconds if the host doesn't input any commands. The host should be able to choose the mode at the start, e.g. -top1500 for top lane only, 1500 starting gold.
- Increase the basic income. If a player spends all his/her gold on other buildings, they have to wait a long time before they can even build a market.
EDIT: I had a quick look at your triggers, and there are some memory leaks, specifically a lot of point/location leaks. It's leaking whenever you use (Position of Unit) or (Center of Region) in a function.
To fix it, do this:
Set tempPoint = (Position of Unit)
Order (Unit) to Attack Move to tempPoint
Custom script:
* tempPoint is a point-type variableCode:call RemoveLocation(udg_tempPoint)
If you don't quite understand, I could make an example somewhere in your map to show you the practical application.
Another thing: since your map is protected, it carries the risk of people opening it to add cheats and such. I suggest you optimise it, which will also make it load much faster.
Information:
As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I end up writing a fast review, or just posting the end state of the map, rating is not always included!
Current State for this map: Rejected
I will contact the moderator to Approve/Reject the map, depending on what you recieved.
ToBex, are you the original map creator? I'm pretty damn sure that I saw that map lots of time ago.