Hint.
Oct 6 2009, 7:56 am
By: InsolubleFluff  

Oct 6 2009, 7:56 am InsolubleFluff Post #1



What I have found in more recent times whilst pondering the thought of making a map if I could; is that we as a mapping community get so far up our asses on triggering every little detail that maps don't get finished.

Take for example maps with save systems. Fwop_ did a map with about 50 characters just to get it all in one code. Why not drop all the stats, spells, items and exp and just have: Level, Character, Gold.

However make re-statting extremely accessible? Save on Triggers...



None.

Oct 6 2009, 8:02 am InsolubleFluff Post #2



You cut down your work load to such a small amount in comparison that a relatively unused feature could become widely used.

Imagine a mapping project that all followed the same save/load system but also utilizing the ability of a hero that can be summoned at any time and be rewarded for doing so. It has potential to be addictive.



None.

Oct 6 2009, 8:05 am Wormer Post #3



When making a map the primary importance must be assigned to finishing it as a final product. The perfectionalism is good but finishing must be above.

I am an incorrigible perfectionalist trying hard to fight myself on this point, which I must admit is not always successful.



Some.

Oct 6 2009, 8:13 am InsolubleFluff Post #4



We essentially keep adding features to a map until one person tackling the whole map alone is seemingly impossible and never ending.



None.

Oct 6 2009, 8:39 am Drakiel Post #5



You're right to an extent. Triggers get tedious, the "features" are so numerous and our patience as map-makers runs short before they're finished.

BUT, the featues is what makes a map unique, different, and elaborate and all together stand-out in the SC1 world. I believe our motivation runs thin and we just... stop. That's what SEN is for though, to encourage eachother, assist eachother, test eachothers maps, give eachother ideas and all-in-all practice our passion and hobby as map creators.

Why make a simple map when we have so many resources at our disposal?



None.

Oct 6 2009, 9:03 pm Norm Post #6



Overly complex trigger systems never stopped ME from finishing a map...

The problem is that these people are lazy. Nothing more to it.



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Oct 6 2009, 10:23 pm killer_sss Post #7



Quote from Norm
Overly complex trigger systems never stopped ME from finishing a map...

The problem is that these people are lazy. Nothing more to it.

no what stops you is when you get bored and go onto the next map. You finish a map but you have no patience what so ever to fix its flaws.



None.

Oct 6 2009, 10:34 pm Norm Post #8



Quote from killer_sss
Quote from Norm
Overly complex trigger systems never stopped ME from finishing a map...

The problem is that these people are lazy. Nothing more to it.

no what stops you is when you get bored and go onto the next map. You finish a map but you have no patience what so ever to fix its flaws.

That is usually true (See Hunted, Custom War Tactics, Monopoly), but I have taken HaXoR D 1339 and Explosion Slaughter Arena both to their highest potential.

HS will be another map that I will take to it's fullest potential, but I'll need to finish it first.



None.

Oct 6 2009, 11:29 pm JaFF Post #9



Guys, concentrate more on ideas rather than whining and preaching to the choir, otherwise there is no point to keep this topic open.

Shocko, you want to bring up a more serious proposition? Your current "be simpler" is not backed up by any kind of material: test maps (simple to work with, adjustable EXP/LVL/MONEY system?) or more specific ideas related to making gameplay fun without adding too many triggers.



None.

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