For the record, this was me just spending a little over five minutes per entry. These are just my opinions of each entry and not the official reviews!
User / Entry | Concept (/10) | Code (/10) | Effects (/10) |
Fruit Forest - Overlord Slam |
7
|
5
|
8
|
PurplePoot - Prismatic Spray |
8
|
8
|
8
|
NEL - Prison |
7
|
6
|
8
|
Tank-Commander - Apex Blizzard |
7
|
9
|
8
|
Anachron - The Dark Plague |
9
|
7
|
7
|
Loner-Magixxar - Touch of Nature |
9
|
6
|
7
|
Marjosh38 - Elementum Spectrum |
7
|
5
|
6
|
@Fruit Forest - The concept is a little overused, but the effects were really nice. However, I'm not a big fan of how you coded it. Your loop is always on (a big no no), you call the same function multiple times instead of storing it into a variable (ex: Last created unit), a lot of hardcoded values which should be configurable, you use custom scripts to call BJ functions, and most importantly, you don't document what the child keys represent in your hash. The latter makes it much harder to read your code. I know that you do document what
some of the child keys represent in the loop, but you should really have it in both.
@PurplePoot - Your idea of seperating a single spell into multiple libraries / scopes is interesting. I sort of liked it because it helped make the code easier to read. More documentation would have been useful, and there are a few moments in your code where I said "eh you could have just done this." For example, instead of having "three loops" in your init function, you could have used the
TriggerRegisterPlayerUnitEvent()
in a single loop. There were also a few times where you called the same native multiple times (ex:
GetTriggerUnit()
) instead of just storing it into a variable. Overall, the randomness really makes this spell stand out, and does a great job representing the Arcanist and the dangers magics can pose!
@NEL - As Naze mentioned, the concept isn't brand new. However, the effects are really awesome! I'm pretty surprised that the FPS didn't drop when I had a few instances running. However, I'm confused with the number of locations and BJs used in your JASS code. One of the benefits of JASS is having direct access to the natives and the ability to use X/Y coordinates a lot easier. I knocked off a lot of "points" for this. You're also not making use of vexorian's dummy model

you can easily get rid of the three dummy units down to one with it.
@Tank-Commander - The concept is a little meh, but fits the model nicely. Like PurplePoot, the "randomness" is sort of cool. I liked all the effects you chose excluding the explosion at the end. It seemed pretty abrupt, and sort of makes it look way more dramatic than it should. Of course, as usual, your code is well documented and easy to read (except the 3D homing, which is beyond my comprehension).
@Anachron - I'd have to say your spell concept is one of my favorites. I might be bias becuase I'm a fan of green / plague-y stuff

however, your choice of effects totally killed it for me. I personally don't think they match the spell at all, and are a little underwhelming. I think your code was the shortest out of everyone because of a combination of the spell concept and use of libraries. You have a few hardcoded variables that should have been configurable (ex: the dummy's unit type), having multiple if blocks instead of just making use of
elseif
, and most importantly, having a single dummy caster for the spell instead of constantly adding the ability and removing it. Some documentation would have also been appreciated

Also, you shouldn't have "test map" features in the actual spell code!
@Loner-Magixxar - Awesome spell concept, but holy f**k is it long. You should have toned it down a bit to maybe only affect units

The effects are a little meh, but they are definitely matching and fit the overall theme of the Hero. Your code has gotten a lot better, and it's well documented. However, I must stress the fact that your loop should
never always be on (there are a few cases where this is unavoidable like passive spells), and you
constantly keep calling the same function over, and over again instead of just storing it in a variable once. This is pretty crucial in big periodic loops like the one you have. One other thing you do is you don't nest your If/Then/Else blocks. From the looks of it, most of your If/Then/Else blocks can only be run once at a time, meaning that there is no need to check for any other conditions if a condition has already been met. You also have a Wait Timer inside ToN Cast, which seems like a lazy fix for something.
@Marjosh38 - The spell concept seems a really random, but I like how you made use of the alternative animations of the Arcanist. The effects also seem lacking, but they do their job. Your code does need some work though. Your variable names are extremely generic, and I will not be surprised if it caused issues if people were to import it into their maps. The most important thing I must address is the number of hardcoded values you have that should have been configurable. I feel being able to configure the spell to your liking (excluding concept) is crucial, so I knocked off a lot of points for this. Sine documentation would have been nice, and like Fruit Forest, you should specify what the child keys represent in the Hash. The random saving and loading makes it really tedious to read your code. You also have a few leaks in your code, all though I am under the impression you were in a bit of a rush to turn this entry in. I also want to emphasize one thing to you: please read the rules before voting. I noticed that you voted yourself, but I must point out that:
Competitors are not allowed to vote for their own entry. If this is your first offense, don't worry about it. I'm sure IcemanBo will let it slide, but watch out next time! If it occurs again, you will get disqualified.