Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Testing 8 Player Maps
Testing 8 Player Maps
Jan 13 2009, 7:14 pm
By: newton2ii  

Jan 13 2009, 7:14 pm newton2ii Post #1



Hi Guys,

I've been working on a map for a while now but the reason it's taking so long is that it's hard for me to get people to join my game to test. Is there a way to test to see if the triggers in my map work without having to rely on people join my game to test? I am just learning map making so alot of the time I'm making a simple mistake that takes a few second test. I fix it but then need to test again. Any Suggestions? I can upload the map if anyone wants to take a look at it. It's just a BGH obs map which many features to make obsing and playing as smooth as possible.

Thanks



None.

Jan 13 2009, 7:32 pm Wormer Post #2



Hello. You could always use computer players to test with. If you like, I can have a look.



Some.

Jan 13 2009, 7:45 pm Biophysicist Post #3



Op Sen is usually a good place to ask for testers. Go to battle.net and type "/join op sen". It's our (SEN's) private channel.



None.

Jan 13 2009, 7:59 pm Heinermann Post #4

SDE, BWAPI owner, hacker.

You could host it an Battle.net with a completely unrelated game name. ;)




Jan 13 2009, 8:11 pm NudeRaider Post #5

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

Often it helps to have a comp player replace humans.
ScmDraft allows mixing comps and human players.
Sometimes you also need some triggers that order his units around.




Jan 13 2009, 11:41 pm Toothfariy Post #6



what i usually do is set up a computer that isolates the conditions as best as possible then i create triggers for a single player and test them out before i copy them all to all players. its usually not very hard to set up the computer to do what you need. there are a number of things you can't really test with 1 person and a computer tho.

but if you're having trouble finding people to help you test, im sure a lot of people here would be more than willing to give you a hand

im always willing to test out anyones map with them so pm me if you wish



None.

Jan 14 2009, 8:03 am newton2ii Post #7



That's awsome guys. Thank you all for your replies. Ill be seeing you in Op Sen



None.

Jan 14 2009, 9:24 pm Hugel Post #8



In most of my multi-player maps I never did much testing with multiple people until it was fairly bug free.
Use of "current player" really helps this.
If you only use current player instead of having each player have their own triggers you can fairly reliably test using only one player.
The problem arises when you have multiple systems that can all happen at the same time.
If you make sure that each system is independent of the other ones, you can alleviate some problems as well.
The trick is to think about how each system will function.
Does it rely on variables that can be changed in multiple ways?
Can each person affect these variables at the same time?
Can the variables be changed half way through an action, or is it set up where once you start, it can't be restarted until completed.


Hope this helps. I can clarify anything if you'd like me to by finding specific examples.


Hugel



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