- Default 2 seconds per trigger execution...
- ...and the hyper triggers needed to fix that shit...
- ...and the player sacrificed to run those hyper triggers, because of...
- ...the wait blocking effect...
- ...that blocks every other wait for the player...
- ...for EACH wait in turn...
- ...a fact that's lead to some of the most nightmarish mapping bugs in the history of forever.
- Current player.
- Needing current player to not have to repeat triggers a bazillion times.
- Repeating triggers a bazillion times anyway because of conditions/actions that don't allow current player.
- Repeating triggers a bazillion times because of conditions/actions that don't allow anything BUT current player.
- Kill scores. 'nuff said.
- Staredit.
- Isometric terrain. Looks pretty at first, but it becomes such a damn headache the more you use it.
- Square terrain. Because isometric won't let you give up on it without a fight. Have fun blending subtiles individually, fuckwads!
- ...that is, when they actually DO blend...
- ...because hunting through the entire bloody tileset palette for that one bloody tile to make it blend is so much fun, right guys?
- Critters. Can't sit still, can't group select, slow as ass, and almost completely useless otherwise.
- WAV files. Doubling your map size to get 3 seconds of a custom sound.
- ...unless you butcher the quality down near to nothing.
- ...but never mind the fact that they use up strings...
- ...and that you can't pause them midway.
- Oh but fortunately we have MPQ sounds, right? That is, if you first know how to actually use them...
- .scm vs .scx
- Game crashes. Good for lulzy map endings and anti-hacking measures, bad when you don't know what causes them.
- ...such as something silly, like placing a unit slightly out of the map boundaries...
- ...or clicking on a neutral player's flag? That was one too, right?
- And don't forget disabled units. God, do we still even use those anymore? I just can't remember...
- Map Revealers.
- Power-of-2 map sizes.
- Redundant/unused hero units. Not even the courtesy of a palette swap or something.
- Not having redundant hero units for the units that you need them most, because...
- ...you're stuck with only the unit set Blizzard gives you.
- 'Special' units that are only placeable in the editor...
- ...and otherwise sometimes also don't respond to certain trigger actions.
- Powerups that don't do anything powerupy. Where's the fun in that?!
- Resource powerups with permanent max armor. Not to confuse you or anything.
- Doodad units. wtf
- Doodad states vs non-doodad units. Also wtf
- Unplaceable errors. Haunts me in my sleep.
- Limited selection of colored text options.
- Colors that think they're better than everyone else. You know what I mean.
- Briefing colors vs. in-game colors.
- The string/character limit...
- ...and having to recycle strings to avoid it.
- Switch names that use it up. wtf
- Location names that also use it up. wtf2
- The location limit...
- ...forcing me to also recycle locations...
- Not having a concept of a 'current' location like there is a current player...
- ...forcing me to make a bazillion more repetitive triggers for each and every fucking player that needs their own location...
- ...thanks again to those dastardly 'current player'-only trigger conditions/actions...
- ...such as Center view. God I hate that one.
- Especially in single player where it's ALSO A GOD DAMNED WAIT BLOCKER! A wait blocker that drags your whole damn screen across the map at an agonizingly slow pace.
- Single player doing shit like that in the first place. Fuck single player.
- Not having any concept of data variables, forcing me to...
- ...cannibalize unit death counters to get something close to it...
- ...because switches just suck...
- ...except for randomization. But fuck them anyway for being the only intended way to accomplish that.
- Death counter arithmetic. Reinventing basic math was never so much fun! Thanks to...
- ...binary countoffs. Yuck!
- Grid systems. All of them.
- Needing grid systems.
- Implementing grid systems.
- Not having grid systems when you need them because one damn game limit or another decides u no cna has them.
- Unless you want to kiss goodbye to most of your available locations, spare time, and sanity to properly make and use a location grid. And duplicate a few
hundredthousandten thousand triggers while you're at it. - vHP.
- Needing vHP.
- Implementing vHP.
- Not having vHP when you need it. Also because the game hates u.
- The pathfinding AI.
- Nooks and crannies error. This is just sad.
- Liftoff buildings ignoring trigger orders while being ordered to land.
- Not being able to order buildings to lift/land.
- Player 12 Dark Swarms and Disruption Webs.
- Computer units that do their own shit without you telling them to do it.
- Not having computer units do their own shit when you actually might want them to.
- AI scripts. Because we really need two disparate scripting systems running at once under the same engine, amirite?
- ...except that you don't actually get to edit AI scripts without actually modding the game code itself. So much for that.
- Junkyard dog AI. Loves map edges and semi-random attacking. Minor pet peeve, really.
- 'At most' condition modifier vs dropships and bunkers. You'll know what I'm talking about if you've encountered this.
- That one dumb bug discovered by Wormer where new units sometimes aren't detected in a location until a Center location action occurs. I forget what the feck that was all about, though.
- Siege mode -> Tank mode being so slow. Urgh.
- Liftoff -> Landing being so slow. Urgh.
- Creep terrain tiles that don't actually act like creep. Except they sorta seem like they do. But they really don't.
- Pylon auras. Otherwise cannons might actually be useful.
- Ally vs Ally victory.
- The hangar system. The bane of Starcraft's unit limit.
- Goliath/Tank turrets. Demon possessed I tells u!
- Walling.
- The unit limit.
- The doodad limit. Which is similar, but not the same as...
- ...the sprite limit. Because then things would be too easy. But let's not forget...
- ...the bullet/'dynamic' sprite limit. Clearly some Blizzard programmer must have had a fear of dynamic memory. Which might be because of...
- ...Starcraft's sorry ass minimum system specs. The likely (but indirect) cause of all aforementioned miseries, now that I think about it.
- 256 color palette, and all the fun that's put us through. This ain't 1993 anymore.
- 640x480 screen resolution. This ain't 1989 anymore.
- No window mode. This ain't... ah fuck it.
- The fact that this list is already as long as it is, and not yet even close to finished.
- The fact that I'm making this list IN FUCKING 2010... over 12 years after the game was released!
Moar plz.
Post has been edited 8 time(s), last time on Jul 12 2010, 11:44 pm by Tuxedo-Templar.
None.