Game Testing
Apr 13 2008, 4:31 am
By: Ateo  

Apr 13 2008, 4:31 am Ateo Post #1



Anyone can give advice on how to test every single trigger in every different situation?



None.

Apr 13 2008, 5:23 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Get 2 computers, so you can run tests on both, and not have to make a computer player. Test triggers before you put them into the map, or test them in the map right after you put them in. Once they work don't mess with them. Play the map a few times, with friends, or by yourself a few times before you release it. Once you release it, take note of what people say, and write them down so you can fix them in a future version.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 13 2008, 5:26 am FatalException Post #3



I test every trigger system right after I finish doing it, then I tweak it until it works. That's probably why I take so long to finish maps, but it works. :P



None.

Apr 13 2008, 7:57 am fm47 Post #4



Sometimes, for multiple human triggers I just set one up as comp and have it be in my force ( i think can be done with stardraft) and just run it. I think it's nice to have a little notebook and just quickly write down briefly what needs to be fixed. I find constant testing to be tedious. If you are organized, making a bunch of triggers then testing them, then go back and correct places that are wrong shouldn't be too difficult.

A great way is to get a friend or someone you trust to test it with.



None.

Apr 13 2008, 3:18 pm Falkoner Post #5



In many situations, you have the same basic triggers, copied over across multiple players, and then you modify a few little things, like locations, what I do is make sure that the original triggers I make work perfectly, before I copy them over, in many cases this takes about 1/4th the amount of work it would to test them all out, then I copy them over using the text editor and Find and Replace, that way I know there are no manual errors. Then I test it out, if there is one error, all you have to do is find it once, even when there are many instances of the error, then use the find and replace to remove the error.

If you are not copying over triggers, the other best method is simply to get people together and test it out. In some maps you can use computer players to test, but in most cases you need human players, so just shout in the shoutbox for testing, and you'll tend to get at least one or two people.



None.

Apr 14 2008, 2:04 am Snowblind Post #6



But like, In the Warcraft 3 Mapmaker, theres just a thing in the program that decides to start up WC3 just starting up the map. Its quicker, and uses much less CPU. Is there anything like that for SC?



None.

Apr 14 2008, 2:20 am Kenoli Post #7



Quote
But like, In the Warcraft 3 Mapmaker, theres just a thing in the program that decides to start up WC3 just starting up the map. Its quicker, and uses much less CPU. Is there anything like that for SC?
Launch SC from the map editor? No, you can't do that.



None.

Apr 14 2008, 8:22 pm KilaByte Post #8



Test triggers as you go.

Make a little, then test it out. Yes this may take longer but will probably save you some time in the end when it comes to fixing bugs quickly. (Not as much to search through)

As for finding people to test it. Rename it something (I.E. FlameBound.scx) and host it publicaly. Unless it really is called flame bound, in that case name it "Super_Defense.scx" along those lines. That way if someone plays it and has intentions of stealing it, they will have a hard time actually finding the map. It will only be found on accident. (Or you could protect it everytime but that takes to long IMHO.)



None.

Apr 14 2008, 8:36 pm O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

Eh. Usually people wouldn't bother with something totally incomplete. I just have a handful of people who I ask to test things (which is a nice thing about a clan ;).)



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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Apr 14 2008, 9:16 pm NudeRaider Post #10

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

Also when I want to find a map I check for the most recently created maps in the download folder (Windows Explorer).




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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
[12:51 am]
Oh_Man -- definitely EUD
[09:35 pm]
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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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