I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I update the map on battle.net when I write update.
If I add catacombs it will be v.0.27 in the map details. If I add it without catacombs, it will be v.0.263.
Atm, I'm the only one who can play catacombs.
The news I write is the state of my progress and not what was added to the map on battle.net.
I will write a big orange update message whenever I update.
When I update, I will update both EU and US at the same time.
news:
- added a new room design for cathedral
edit:
I did some tests because I noticed that I came close to what was rumored to be a limit in triggers: uncompressed script file with size of 2mb...
That was the reason DarkRevenant stopped his Mafia map development, but I'm actually not hitting it where he hit it...
I had 2038kb size atm.
I'm testing it locally only, but I don't think it is only applied while being on battle.net. That wouldn't make much sense from my point of view.
So I copied large functions again and again (extremely time consuming with the slow GUI trigger editor... it just processes stuff for minutes).
I tested with 3061 kb (I'm checking the uncompressed size of the "Mapscript.galaxy" file with WinMPQ) and my map seems to run fine (the last trigger in my code executes properly).
Having much more will result in an editor error message about the script being to long.
As my conclusion I can state that I've 1mb of script left which is 50% of my current work.
Might be enough for now.
news:
- added higher resolution versions of most textures
- gargoyle ability finished
- changed color of some sc2 graphics... tooltips look great now
- added a few new custom graphics in UI
^ more custom UI stuff
- added code to fix the morphing of doodads with variations
- improved monster AI. Now the half dungeon won't go berserk through the whole dungeon because you are fighting 2 monters next to a wall in the middle of the dungeon. Now it will be more like that the ones that could really see you would go and attack you.
- raised monster count on the dungeon level by 20. So now more spawn at start and the population keeps higher. The max respawn is reduced, so the total monster amount before they only respawn to keep 8 monsters alive per dungeon is the same.
- added foliage to terrain
edit:
I just tested the map on battle.net with 2 players in a private game. In general it seems fine. There are just a few bugs I need to iron out which I didn't expect to exist before. Some of them I can't even explain.
The new camera zoom is working and feels good.
The durability loss chance will be lowered. Items need repairs way to often.
Catacombs aren't finished, yet. So be patient.
Post has been edited 13 time(s), last time on May 3 2012, 12:46 am by Ahli.