Staredit Network > Forums > SC1 Map Showcase > Topic: Magical Divinity
Magical Divinity
Jun 21 2010, 2:03 am
By: MetalGear  

Jun 28 2010, 9:36 pm MetalGear Post #21



okay guys trigger lag is no more :D i also made a hell of alot of changes and rewrote quite a few of the triggers and spells. theres now more magical damage type abilities and scarabs on the battlefield.



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Jun 29 2010, 1:56 am samsizzle Post #22



kudos to you for keeping so devoted.



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Jun 29 2010, 8:55 pm Positively Post #23



Hawtness.



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Jun 30 2010, 11:00 am MetalGear Post #24



okay so theres now 3818 triggers. surely this wouldnt cause trigger lag? can someone test this for me in a 2v2 and make sure its not the map lagging as i played a couple of laggy games. would having a player constantly randomizing switches cause lag maybe?

apart from this.. the map is looking pretty dam sweet :) but i need to know its not laggy.



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Jun 30 2010, 12:31 pm Norm Post #25



Quote from MetalGear
okay so theres now 3818 triggers. surely this wouldnt cause trigger lag? can someone test this for me in a 2v2 and make sure its not the map lagging as i played a couple of laggy games. would having a player constantly randomizing switches cause lag maybe?

apart from this.. the map is looking pretty dam sweet :) but i need to know its not laggy.

It's not so much then number of triggers, but rather the content and how often they are fired.



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Jun 30 2010, 12:47 pm Azrael Post #26



Quote from Norm
It's not so much then number of triggers, but rather the content and how often they are fired.
This. You can have a map with 10k triggers that never lags, and another map with 200 triggers that lags so badly it's unplayable.




Jul 1 2010, 1:10 pm MetalGear Post #27



absolute final version now...

Changes:-

- improved lag issues
- changed illusionist's shields from 150 to 90
- changed illusionist's second passive to 29% chance of reincarnation on death
- upgraded soul hunter's second skill
- added new sound effect
- compressed to 590 KB



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Jul 1 2010, 10:22 pm Norm Post #28



Quote from MetalGear
absolute final version now...

Never say this about a serious AoS map. It's NEVER the final version if you want it to be perfect.



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Jul 2 2010, 3:58 am MetalGear Post #29



well... the final version meaning im happy with this version. if i make any future versions, they will just be upgrades to this, like more spells and passives, more characters and small balances etc.



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Jul 2 2010, 4:12 am m.0.n.3.y Post #30



pretty damn sweet dude, good job
Maybe just + the spawns a lil bit?
gl



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Jul 2 2010, 6:53 am Ultraviolet Post #31

We do a little trolling

As Illusionist, 4b always just remodels me on the left side, not where my image is.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Jul 2 2010, 3:24 pm MetalGear Post #32



thats strange.. i just played it and remodel works fine for me. i tried both forces and it worked so im not sure what happened in your game? anyway.. just fixed a glitch with hell warrior for version 1.8 :) ooh and i found out what was causing trigger lag which is now not an issue yay. turns out if you have a bunch of Switch conditions being constantly processed, it causes massive trigger lag.



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Jul 2 2010, 4:02 pm xAngelSpiritx Post #33

eternal lurker

How do Switch conditions create lag at all? I was under the impression only triggers acting directly on units/locations caused massive lag.



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Jul 2 2010, 7:47 pm MetalGear Post #34



surprised me too. but trust me as soon as i limited the switch triggers from processing every cycle.. lag stopped completely.



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