Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: War In Greece problems
War In Greece problems
Jun 24 2010, 9:51 pm
By: Chubacca  

Jun 24 2010, 9:51 pm Chubacca Post #1



This map, War In Greece is a great game to play. But there are some problems with it, it tends to drop people in the middle of the game whenever theres a bunch of units. Is there a way to fix this? I did not create this map but I would love to fix this irritating problem.

Some things that happen when this occurs is:
  • Persia (dark black) usually drops first, but sometimes athens (blue) drops first
  • sometimes, more then 2 players are dropped
  • always happens when there is a bunch of units on the map
  • host is never dropped

Also, the creator left this message in the map as well
Quote
<04>Due to the current incapacities of the <0E>StarCraft <06>Brood War <04>unit
<04>placement format, it is advisable to- when you no longer recognize viable spawning ground for units-
<04>to halt unit production until the respective area(s) have been sufficiently cleared of units.

<06>Failure to do so puts undesirable strain on Brood War's software interface, causing the player
<06>to DROP FROM THE GAME.

I believe that statement is false, no one has ever blocked the spawns before whenever i play this.

So my question, is there a solution to this problem?

Attachments:
War in Greece V 1.91.scx
Hits: 3 Size: 209.25kb



None.

Jun 24 2010, 10:11 pm stickynote Post #2



Set a unit limit; if there is a certain number of units on the map, kill some. A possibility is that it has nothing to do with number of units on the map. It could be something else entirely that coincides with the large number of units, so double check the triggers.



None.

Jun 24 2010, 10:15 pm Chubacca Post #3



i was thinking the same thing, but i want to use that as a last resort. would switches have anything to do with it? Because the only odd trigger i see in the map is "Persian Income" which uses a switch.

EDIT: actually most of this map uses switches, would reverting them to death counts help?



None.

Jun 24 2010, 10:31 pm NudeRaider Post #4

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

Switches don't cause drops. If anything it's the actions associated with switches and that would probably stay unaffected would you replace them with dcs.




Jun 24 2010, 10:35 pm Chubacca Post #5



the actions with the switches are money related, like modifying the minerals, and then setting the switches back



None.

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[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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