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Zephyr Contest #15 - Poll

Discussion in 'Poll Depository' started by IcemanBo, Apr 6, 2017.

?

What's your favority entry?

Poll closed Apr 21, 2017.
  1. Fruit Forest - Overlord Slam

    9.5%
  2. PurplePoot - Prismatic Spray

    14.3%
  3. NEL - Prison

    9.5%
  4. Tank-Commander - Apex Blizzard

    9.5%
  5. Anachron - The Dark Plague

    4.8%
  6. Loner-Magixxar - Touch of Nature

    9.5%
  7. KILLCIDE - Flame Burst

    42.9%
  8. Marjosh38 - Elementum Spectrum

    0 vote(s)
    0.0%
  1. IcemanBo

    IcemanBo

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    Some things to mention:
    • Trying to manipulate the poll or other users to change the result may deal to punishment.
    • Competitors are not allowed to vote for their own entry.
    • Participating in the poll does not explicitly safe you from being disqualified.

    Lastly, you're very welcome to make a short statement why/what you liked the most, so the people get a bit of public feedback, too! : )

    :fp: Contest Thread | Results
     
    Last edited: Apr 26, 2017
  2. IcemanBo

    IcemanBo

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    Poll will last for 15 days, and I hope/think I will finish the reviews until then.
     
  3. Naze

    Naze

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    As I'm far from proficient in spell-making, what I considered the most was noob-understandable documentation, impressiveness, (what I thought to be) creativity and applicability.

    My vote goes to NEL's Prision. Really caught my attention cool and useful ultimate (even though this kind of holding-units-within-a-circle spell isn't the most new and original thing).

    It was a difficult tie with PurplePoot's, but in the end I thought Prismatic Spray was too unreliable before level 3 while being too strong at such level. Also balancing would be kinda difficult because of the randomness (although the randomness is the very reason of its sexyness).

    Other one I'd like to mention is Loner-Magixxar's Touch of Nature, which was a really creative and captivating spell. Maybe it is the one I enjoyed the most. The problem imo is that it does too much stuff. Also the documentation was very explanatory, but the overload of info with comments and arrows made it kinda confusing! The way you wrote the comments in your Stone Integrity entry was cleaner to read =P
     
  4. Anachron

    Anachron

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    I'll download all entries and see what gives me the biggest (positive) surprise to cast my vote on.
     
  5. KILLCIDE

    KILLCIDE

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    I'll do a review style similar to IcemanBo for the last contest when I get the chance today!
     
  6. Loner-Magixxar

    Loner-Magixxar

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    Thanks for the feedback.
    Yup it does too much to the extent that there was not enough space in the tooltip to include all the info :p I said if I'm going for a diversity skill I might as well go all the way in, but maybe I took it a little too much to the extreme this time. But anyways I'm glad that it was enjoyable at least.
     
  7. KILLCIDE

    KILLCIDE

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    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 :p 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 :p 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 :p 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 :p 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.
     
  8. Fruit Forest

    Fruit Forest

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    Loop is laways on, but if the group is empty then nothing happened only checking the number of group of involved untis which doesn't load memory no matter how many units you have. No big deal. I guessed you give the mark only according to your way of programming. Do you have tempaltes where you are using hashtables?
     
    Last edited: Apr 10, 2017
  9. KILLCIDE

    KILLCIDE

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    If the group is empty, theres no need to have the loop on. It's pointless. You should be turning on the loop if there is at least one unit in the unit group, and turn it off if there are no units in the unit group

    Well if you take a look at my entry, I label what each relevant child key represents under each trigger. It's not necessary, but it really helps make code easier to read.
     
  10. Fruit Forest

    Fruit Forest

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    Whatever. i made the spell for users not for coders.
     
  11. KILLCIDE

    KILLCIDE

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    All right I guess. Just my opinion :thumbs_up:
     
  12. Nowow

    Nowow

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    Went for @PurplePoot 's Prismatic spray, seemed to me the most fitting to the model, and it had somehow the feel of a hardcoded ability.

    @Anachron I had an error message pop up, something like "can't double free instance: 8194". I think that happened because I casted the spell on an ancient wendigo, and casted it again after he revived. Except for that great spell :grin:
     
  13. Anachron

    Anachron

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    Thanks guys for your feedback so far!

    I've tested the spell quite a bit and chose the testmap for a reason: It has magic dispell, reincarnation and such things which should be considered.

    Maybe this will reveal issues that others dont have, but I feel making a testmap respect the spells issues is cheating.
     
  14. Loner-Magixxar

    Loner-Magixxar

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    Thanks for the feedback

    I can fix that easily.

    I did that because it saved lots of code lines. At first I did each If/Else separately and skipping the rest of the code when a criterion was met, but the amount of code was so much bigger that this one, because there were lots of repetitious code lines.

    Nothing important. It just returns the mana spent for the spell to the caster when no cast happens. It has to wait a fraction of time just for the mana to be deducted from the hero. Because if the hero's mana is full, first the mana is added then it is reduced, resulting in a reduction.
     
  15. KILLCIDE

    KILLCIDE

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    I'm not sure what you mean. The rules stated that we have to make a test map test all aspects of the spell. That involves air and ground units, hills, cliffs, pathable terrain, etc. I'm sure most of us, including me, just forgot about reincarnation mechanics :p all though my spell does account for dispels!

    I might be missing something, but I'm not sure how nesting If/Then/Else would create more code lines. All you're doing is moving the blocks inside each other :p you wouldn't be adding more lines.

    Yeah I figured. There is a way to go about this, but it involves having a queued list and a 0.00 second timer. As mentioned though, I realized it was a lazy fix for something.
     
  16. Fruit Forest

    Fruit Forest

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    The flame burst is replaced by Cripple :(
     
  17. KILLCIDE

    KILLCIDE

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    @Fruit Forest Sorry Im a little confused. What do you mean it's replaced?
     
  18. Fruit Forest

    Fruit Forest

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    I casted the spell then cripple. the effect stops.
     
  19. KILLCIDE

    KILLCIDE

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    Well duh. Thats why my description states that the base spell for the slow effect is Cripple and the base spell for the secondary effect is Curse. I don't know what you expected to happen :p it's an unavoidable mechanic of WC3. I rather my spells have a dispel mechanic, which is why I chose dispellable buffs.
     
  20. Fruit Forest

    Fruit Forest

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    The whole wc3 buff system is stup... has lack of possibilities
    Well I'm sure the Cripple ability is spread enough in all maps because of its functionality. Well it is possible to use SpellBook+Aura or Poison Arrow (AEpa) as debuff placer. They probably can't be dispelled, but they aren't conflict with other debuffs.
    Anyway player can create own dispel system, it doesn't hard to do..