Rules
May 1 2010, 8:42 am
By: Ahli  

May 1 2010, 8:42 am Ahli Post #1

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I think the old mapmaking assistance rules apply here, too.

Rules

1. Topics shall have descriptive names. Topics with uninformative names such as "help" or "problem" will be closed immediately.

2. Topics shall have informative, well-written descriptions of the problem and the desired outcome. Vague questions and problems cannot be answered or solved - describe the environment, the triggers used and what is happening when they run. Do not post topics like "mah gird ist workin acan smone hlp me pliz i wanna ahve explosions ina strght lien lol thx -peace".

3. Posts shall not contain bad information and suggestions. This includes information that will crash the map, is grossly inefficent/unreasonable, or just plain false. If you are not qualified to give help in Mapping Assistance, no help is better than bad help. Other posts covered by this rule are suggestions like "fix it yourself".

4. Thou shalt use the Wiki *, Search, and Google. You might find your answer before posting and thus not have to open a topic.

5. Run simple tests yourself. If it takes less than two minutes to make an example map and find your answer, do that instead of posting. (This may be wrong.)

6. Avoid asking very basic questions. Staredit's help file (press F1 while using staredit), Blizzard's Staredit FAQ and some of the tutorials can help you to understand what is a location, what triggers are for or what an specific trigger action does. Do not waste our time by asking them. no full game available

7. Answer the question that has been asked. Providing extra information is nice to a point. Do not write a whole tutorial into a post, specially if the question can be answered in one line. Avoid repeating what other users have already suggested. If you copy-paste from another website / topic / tutorial do not forget to wrap it with quote tags.


PD: Most topics will be closed once they're resolved. If you want your topic reopened, please pm a moderator with a valid reason and we'll reopen it for you.




May 7 2010, 4:09 pm UnholyUrine Post #2



8. Thou shalt not be pissed because no one can answer your question (for now). Because the editor is so new.. I highly doubt everyone can answer every question :(



None.

Dec 1 2010, 1:29 am Tempz Post #3



Lol... so true UnholyUrine



None.

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[06:46 am]
RIVE -- Beta 4 lyfe, ya kno
[05:26 am]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
indeed
[01:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet prediction: It will. ;)
:massimo:
[01:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
[01:12 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet :lol: did you really just commit another shout just to add a bracket? :D
Damn straight! :P
[2023-9-27. : 7:22 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: Imp UV3 is actually in the works with some major changes, but it's been slow going. I'd like to have a version of Imp UV for every tileset at one point.. hopefully it doesn't take until 2030 :P
prediction: It will. ;)
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider Oh definitely fully playable. I used the first map as the shell, so it was basically complete from the first release. I've made some tweaks and improvements here and there based on nuances between the maps, like UV2 has more air units so certain ground-focused heroes like Psycho and Shadowcraft have needed some buffing. Other improvements have been little bug fixes or ways of stopping cheese strategies (like the bosses now spawn in a random location instead of at their lair so players can't just camp them with nukes. UV2 is definitely harder despite only being 4 levels + boss fight instead of 5. I'd say it's definitely worth a go, there's some unique mechanics that make each of the levels have kind of their own interesting spin
Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: nukes).* lol
:lol: did you really just commit another shout just to add a bracket? :D
[2023-9-27. : 4:22 pm]
ubtrueblue -- hello
[2023-9-26. : 5:26 pm]
Ultraviolet -- Imp UV3 is actually in the works with some major changes, but it's been slow going. I'd like to have a version of Imp UV for every tileset at one point.. hopefully it doesn't take until 2030 :P
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