We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I think the best way of fixing it is removing half of your terrain, then checking if the map works or not. That way, you know which half has the problem. Then repeat the process for that remaining half. That way, you will eventually find the area SC doesn't like.
Some vague memory tells me that SC runs the pathfinding script over the entire map before starting it, and if the script branches off too much, it gives you this error. I might be wrong on this one.
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I know what part doing it, but it's global problem for map? Anyway to fix it?
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
You have to clean up your terrain. Too many cliffs and generally maze like terrain won't work.
I believe certain protections removed the area SC scans to generate the error. Case and point when I re-opened a protected map some time ago for trigger information, trying to run the open map caused a nooks and crannies error. Note I didn't touch the terrain.
I'm not sure which protection they used, but that could be one solution.
Hmm, but map can be continued with less number of cliffs etc, or I recharged this number and can't place more terrain?
(it's test version never protected)
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You can place more terrain, just fix the problem first.
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That error is caused by recharging map limit or just specific relief in one area?
I think the best way of fixing it is removing half of your terrain, then checking if the map works or not. That way, you know which half has the problem. Then repeat the process for that remaining half. That way, you will eventually find the area SC doesn't like.
It's impossible. I think just map is too complicated(it happens when i'm makeing map, no matters what kind of terrain i'm making[wide corridor, hill or maze]).
Post has been edited 3 time(s), last time on Nov 30 2009, 7:37 pm by ShadowDancer.
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The screenshot you sent me is fine. Just try simplifying the terrain in general. And if that doesn't work, try the halving method I suggested.
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I would try Excalibur's idea, try any of the compressors and some of the unprotectors that can also protect
here on the map and see if it runs when protected, it'll be annoying to test changes quickly, but it is a possible solution.
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Hmm, I don't have strictly mazes in map, but nothing works, again and again bug. Half method don't works, because bug vanishes when I remove just some terrain from anywhere. I decided to split map on 2 parts.
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I had this problem in one of my maps too. I corrected it by removing a lot of doodads, since I jammed a bunch of doodad trees in one area for a "forest-like" effect.
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All I have for you is a theory, but since no one really knows the answer to this decade-old question, here it is anyway:
Like JaFF said, it may have to do with the pathfinding:
In the picture, we can see that the ultralisk won't be able to fit through that, but smaller units like zerglings will. Maybe an overabundance of paths like that will cause the error, but like I said, it's just my theory.
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