Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spawning "costs"
Spawning "costs"
Dec 13 2007, 3:37 pm
By: TartarusMkII  

Dec 13 2007, 3:37 pm TartarusMkII Post #1



Hey can anyone tell me whats better for a maps load time? should I place some units around the map or make locations where i need them to be and use triggers to spawn them? what i mean is, wich would be better for load times?



None.

Dec 13 2007, 4:32 pm y10k Post #2



Just use which one is easier for you, it doesnt count lol.



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Dec 13 2007, 4:41 pm TartarusMkII Post #3



you sure? cuz ive heard like if you put units in the map to begin with it just takes more time to load the map er somethin =o so thats not true?



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Dec 13 2007, 4:47 pm y10k Post #4



The difference is that small you dont even notice it.



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Dec 13 2007, 5:06 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

Quote from y10k
The difference is that small you dont even notice it.
he is right.




Dec 13 2007, 5:12 pm TartarusMkII Post #6



ok thanks again guys =)



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Dec 13 2007, 5:55 pm Hugel Post #7



although a map where the units are moving around and seem to have a life of their own works out better visually.
If all the units are frozen and stand still until you get in range, its not as life like.


Hugel



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Dec 13 2007, 6:02 pm Vrael Post #8



Hugel, you know your name is on your post already?

But he's right, random units standing around generally don't feel good, Unless maybe it's a hero or boss or something of that sort. As for using locations versus placing, are you going to reuse those locations? Maybe one time the player sees that location there shouldn't be a unit there but next pass there is? I think you should consider more what effect you're trying to create.



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Dec 14 2007, 5:53 pm TartarusMkII Post #9



its for a defense map 0_o



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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