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Ooh, but the idea was nice It doesnt have as much eyecandy tho like you said ._.
It's ok anywho, your submission is here now, and well, I hope it got done D;
OK, I know that I will not have influence on the result ... but here is my review:
Eccho
Originality: 4/5
Nice spell, the effects and the progress itself looks nice. Though I am missing the convincing BOOM-effect, therefore 4/5!
Scripting/Code: 4.1/5
The code itself seems to be fine and very efficient. Some flaws though:
JASS:
set gg_trg_Earthpummel = CreateTrigger()
Should be:
JASS:
local trigger Earthpummel = CreateTrigger()
Be careful,
JASS:
IsUnitType
Could cause bugs if not put == false/true behind.
The only things I would criticize on the coding style are...
1.) Constants should be capitalized (CAPSLOCK FTW)
2.) Some variables names are unclear, hard to understand what it is for observers.
All in all, this is only worth of -0.9 points so 4.1/5!
Tooltip/Correct language: 4.7/5
"These are stunning enemies for a short period of time and as well dealing additional damage upon destruction"
Should be: These are stunning enemies for a short period of time and deal additional damage upon desctruction as well.
Meeh, we won't be too serious with this here. -0.3.
Result:
4 + 4.1 + 4.7 = 12.9/15 = 25.8/30
------------------------------------
Yixx
Originality: 3.4/5
Well, the idea itself would be really good, though the eyecandy - as you said - is not the best right now :/ Therefre -1.6.
local RockSmashData dat = RockSmashData.create(GetTriggerUnit())
can be remade into
JASS:
call RockSmashData.create(GetTriggerUnit())
. So you won't have to create a local variable, saves maybe 1 or 2 nanoseconds x)
For the coding style:
Some variables are defined unclear, hardly understandable for observers.
All in all this is only worth -0.5 I guess...
Tooltip/Correct language: 4.7/5
"If any shatters hit an enemy, they might get stuck in them, and do damage."
Should be: If any shatter hits an enemy, they might get stuck in them, and cause damage.
Aye I know about it. And I did actually ask Poot about it. It seems like, rather, that it is bugged when using the if conditions as boolexprs, thus they don't have the same qualities as a regular boolean. (eg, I think GUI compiling uses BooleanAnd() and BooleanOr() which is unsafe.)
The only things I would criticize on the coding style are...
1.) Constants should be capitalized (CAPSLOCK FTW)
2.) Some variables names are unclear, hard to understand what it is for observers.
1) Should or should yeah. Usually they are, I tend to think it looks better decapilized. It's a matter of preference, really. But you're right, usually constants are declared in caps lock
2) ok. I can buy that
And yes, the tooltip was meh I agree
Thanks however At least you put some constructive criticism (compared to rmx >.>)
Well for some reason I can not get Yixx's to work reliably.
As far as I can understand, its meant to channel a bolder, and when it arrives it explodes into shards. If the shards touch a unit, they deal damage over time.
Yet all it does is the shards pass straight through the unit dealing no damage at all. By increasing spell level to 3 and upping the shard area size to 125, the same happened. The best I saw was the odd unit here and there getting hit every few casts, but still there was no possiable logical understanding for how the spell is meant to work from practice and as far as I can see it maybe perhaps will damage a unit after 100 casts but your better off attacking, even if the shard radius is 500. Yes this is with 1.24.
Also if you cast the spell multiple times at once, multiple bolders form but when one hits, the rest dissapear due to channel being inturupted. Another bug with the spell.
Unless you can tell me how to reliably deal damage with this spell to a huge crowd of 20 units which are surrounding me melee without modifying the spell (like I tried and failed already), then I have no choice but to award the win to Eccho as your entry technically is disqualified for violating the spell rules and being too buggy for use.
Yes Ecchos may bug under some conditions like if the unit is already invulnerable or is being cast at by a channel or another custom spell, but atleast in the test map provided it functions as described without any noticable bugs.
Well for some reason I can not get Yixx's to work reliably.
As far as I can understand, its meant to channel a bolder, and when it arrives it explodes into shards. If the shards touch a unit, they deal damage over time.
Yet all it does is the shards pass straight through the unit dealing no damage at all. By increasing spell level to 3 and upping the shard area size to 125, the same happened. The best I saw was the odd unit here and there getting hit every few casts, but still there was no possiable logical understanding for how the spell is meant to work from practice and as far as I can see it maybe perhaps will damage a unit after 100 casts but your better off attacking, even if the shard radius is 500. Yes this is with 1.24.
Also if you cast the spell multiple times at once, multiple bolders form but when one hits, the rest dissapear due to channel being inturupted. Another bug with the spell.
Unless you can tell me how to reliably deal damage with this spell to a huge crowd of 20 units which are surrounding me melee without modifying the spell (like I tried and failed already), then I have no choice but to award the win to Eccho as your entry technically is disqualified for violating the spell rules and being too buggy for use.
Yes Ecchos may bug under some conditions like if the unit is already invulnerable or is being cast at by a channel or another custom spell, but atleast in the test map provided it functions as described without any noticable bugs.
I cannot say anything but "You guys are totally right" and "Congratulations Eccho"
So i shall do so,,
Congrats to you Eccho, and thanks for participating in this Challenge with me!
Next time i shall use a non-channel spell D:
EDIT: Next time, i should add some punishment for being late, as i still was undoubtedly late
Yixx, I forgot to say but therre was also some debuging multiboard left up, which is totally unnescescary for a spell.
I advise testing your spells more. I usually test my systems like 4-8 times before distributing, making sure everything appears to work flawlessly with them.
Spells in the end need to seem to fit seemlessly into the WC3 engine, eccho's sort of achives this, although the invulnerable / pause may cause issues with order queing. Upon use you have imediate and seeable results which can not be stopped or bug easilly in most circamstances.
Basically there ends up with 2 major flaws in yixx's spell. The unit could channel the same spell multiple times. To fix, each channel order while still channeling should overwrite the previous one and basically do nothing if its being channeled already. The actual effect was bugged as well. To fix, some code debugging is needed, as it hits sometimes which means it works under some conditions but not the desired ones. A final feature is, if the channeling is inturupted, it should cause the bolder to fade or explode instead of dissapearing, to make it look more visually apealing.
However, it still could be spell section worth if you correct the above, I advise you try working on it at a later date, as I heard you may be busy in the future for a bit.
Ok fuck this, my vacation has been blown of for illness in the family, so ima fix the spell one of the coming days,, not for the Challenge purposes, but because i want to follow your guys' advices,,
Ok fuck this, my vacation has been blown of for illness in the family, so ima fix the spell one of the coming days,, not for the Challenge purposes, but because i want to follow your guys' advices,,
Ok fuck this, my vacation has been blown of for illness in the family, so ima fix the spell one of the coming days,, not for the Challenge purposes, but because i want to follow your guys' advices,,
I hope they get alright. It was unfortunate that it happend at this time of the contest :/
But thanks for a good fight anyway. You actually made me create a spell, for once^^
Ok i got down to fixing the spell,, really quite easy actually, because what you guys saw as bugs, i saw as things fixed with cooldown of a spell. But now it is castable by one unit multiple times on the same moment without any interuption. Also i removed some stuff because the spell does not use 'IssueImmediateOrder' anymore when stopped.
Changes:
1) Added set i = i - 1 when destroying the struct, ask Dynasti why,,
2) Added functions to add 'Arav' (A.K.A. Storm Crow Form) to the dummy's
(This is what made the spell shit, REAL shit.)
3) Some code improvements and changed some (constant) Globals into (constant) Functions
4) The spell can now be used multiple times at the same time by the same unit.
Was about all, hope this pleases you guys more
EDIT: I didnt change the Eye-candy, for that is not my meaning. My intention was to follow your instructions on coding and bug-free-making.
Oh yeah, that looks indeed much much better.
The only thing I miss right now is:
*Some sound effects. The spell is awfully quiet ._. *The damage. Is unit's still damaged D; Because they weren't when I tested The damage radius was indeed small.
*The tooltip. Both the learn and normal tooltip doesn't descibe anything od the damage dealt.
Well I checked Eccho's, although the idea isn't one of the bests... it's creative, original, and well-done.
Couldn't check Yixx's cause not only his scripts do use GetHandleId, but also uses hastables... and I don't think it's worth converting it to v1.23 and latter...
WOW Yixx that's a great idea, only if made a bit differently! I mean, I know contest is done but what you can do is making it seem like he bumps the ground underneath him, make the piece of rock fly upwards with the effect of gravity, to reach its minimum speed in front of the point where he's supposed to hit it, AND BAM!
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