If you place a 1x0 or 0x1 in X-Tra or a StarEdit-based editor it vanishes one you deselect it. There is no such thing.
But the string is still used I think. The next location is one up.
I just placed one in a blank map. I double clicked its smallness and renamed it "moo". I placed another location. Guess what? Location 0.
Just tried it myself, your right.
I learned about the 1x0(though, not the 0x0) locations myself looong ago. Oh well, here's my tip thingy.
Over-excessive flaming of players is unadvised. An example of this would be "OMG YOU LOST YOU SUCK DONT PLAY AGAIN" or something similar."
"You shouldn't shove a bundle of text into your players' faces. Instead, use waits between each line, give it good colour for it to stand out, and give it a little sound to go with. If you just shove a lot of text into the player's face, he/she won't understand how to play."
QUOTE(Random Map Making Tip)
If you have 2 triggers with a wait running at the same time for one slot, they will overlap and take longer!
Thats technacly wrong. They don't "add together" as it is incorrectly said so often. What really happens is the first one delays or blocks the second wait from starting until the first is finished (hence the name Blocking Action).
QUOTE(Random Map Making Tip)
Neutral players can execute triggers!
As long as it has a start location.

Ok here's one to add that came to mind recently:
Tip: Excepting special circumstances (1 comp for each player, limit on # of player slots, etc.), you usually don't need more than 2-3 comp/neutral player slots for gameplay and triggers purposes in your maps. Adding additional non-human players to your map for each map function you can think of is wasteful and redundant, unless you absolutely need the unique player slots for alliance or vision purposes.
heres a Useful tip(might work..if not..well..u can figure it out)
If u can't get a Map protector for ur map that really PwNs, well, you can always save the map as a different name, someone who might try to steal it won't be able to find it since it has a different name(Ends Here, just putting into Terms).Example, Your map name is "Galaxy RPG" and u don't have anything to protect it, make a back-up of it and save in a Dif name like "Cat_and_mouse$$!!" or "Turret-Defence-STACK" to fool the people who might want to steal it...the'll never find it
heres a Useful tip(might work..if not..well..u can figure it out)
If you can't find the unprotected map you just played that really PwNs, well you can always do this. After you play the map open the map editor and go to open. Go to your downloads folder. Right click in the file space and choice veiw. Click details then click the modified columb header twice to sort in descending order. This will sort your maps by modified date. The map you just downloaded will be on the top and you won't have trouble finding it at all. This way ignorant people can't trick you by naming it something stupid like "Cat_and_mouse$$!!" or "Turret-Defence-STACK".
[/imitate]
And if nobody can find it, who will play it?
i don't know if every one knows this or not but here it is
hero overlords give your 30 supplys while normal overlords only give you 8
that would be useful for Defences like lurker D were you would only have to put like 7 hero overlords instead of 25 normal overlords
"Using Switches Is not important but easier "
QUOTE(Zombie @ Jun 1 2004, 04:13 AM)
"Using Switches Is not important but easier "
It is important you doof.
That's opinion, not fact. They're useful, but its entirely possible to NOT use them, even with complex triggers.
QUOTE(Tuxedo Templar @ Jun 1 2004, 11:22 AM)
That's opinion, not fact. They're useful, but its entirely possible to NOT use them, even with complex triggers.
thank you tuxedo.
...
I was refering to your original tip. Either way its opinion, though.
wasnt what yoshi said a opinion. i think yoshi just hates me

What you're saying is that "You dont need to know swtiches because they aren't all that great to use".
They are so very useful for randomization and global events.
EDIT: Made changes, additions or removals to random tips. Thanks guys

Oh.. I know one..
1.
Swap (aka @:@) is annoyed if you repeatedly message him about testing your map.
2.
If you continue to bother Swap (aka @:@) to help you with something then you are likely to be squelched.
Here's two more important ones:
When using a "set doodad state" action on a given unit at a location, remember that the action will only apply to the first unit Starcraft finds in that location, and will ignore the rest. If you are having trouble disabling/enabling a given unit, it is probably because there is another one of it's kind (by the same player) also in that location. Even if a unit isn't directly within a given location, it may still by caught by its edge and trigger the "set doodad" action for it instead of the intended unit. This also applies for stacked units.Switches don't do anything. Setting or clearing a switch by itself won't cause anything to happen in your map, unless you yourself make triggers to respond to when that switch is set or cleared. Other than having the built-in ability to randomize their state (good for setting random events), Starcraft's switches are entirely user-dependant for their functionality. Note: All switches start as cleared by default.P.S. QUOTE
Great maps are the ones with the best map designs. It doesn't matter if you have the worst or the best idea for it, its the way you make it that counts!
I'm sorry, but I don't think this could be a more generic or wonderfully vague tip if you tried lol. I suggest editing it to say something more specific.
» Hyper Triggers are executed 12.2x faster than normal triggers.
You might as well add that since I figured it out awhile ago.
» The size of one screen in StarCraft in 12x20 Grid Squares.
Yeah, I figured that out, too. I have some free time.

QUOTE(Mini Moose 2707 @ Jun 1 2004, 06:58 PM)
» Hyper Triggers are executed 12.2x faster than normal triggers.
When did you figure out the .2 part? I've timed wav loops with hyper trigger-timed counters and non-hyper counters that were as long as 45 seconds, and it seems to be pretty much exactly 12 as far as I've been able to tell.
Actually it is closer to 11.8713 times per second.
And im sure you want to know how i got that number and i'll tell you.
What I did is created a map with 3 triggers each with 62 waits a comment and preserve. Owned by one player only. I removed the comment on the last trigger and replaced it with "end in victory"
What this does is it runs the hyper trigger compleatly though and when it is compleat it runs the victory trigger. After the game is compleate I look at the elasped timmer to deturman how long the game is.
It turned out the game lasted for 5 hours 51 minutes and 3 seconds. Or 21063 seconds. Also during the game i created another trigger "Always add 1 mineral" and placed it behind my hyper trigger. After the game was over i had 250046 minerals. I subtract one (250045) because im only counting the minerals added as effect of the hyper trigger. The trigger runs once after all the hyper triggers are done.
Then the rest is simple math. I want (Times triggers run) per (second) so i devide 250045 by 21063 and that equals 11.87129089.
(the test was run in fastest mode on battle.net)
These are my other test results
<table border="0">
<tr>
<td width="100">Triggers</td>
<td width="100"># of Actions</td>
<td width="100">wait duration</td>
<td width="100">Game Time</td>
<td width="100">Times Exicuted</td>
</tr><tr>
<td>1</td>
<td>62</td>
<td>0</td>
<td>16sec</td>
<td>62</td>
</tr><tr>
<td>2</td>
<td>62</td>
<td>0</td>
<td>5min 47sec</td>
<td>3968</td>
</tr><tr>
<td>3</td>
<td>62</td>
<td>0</td>
<td>5hr 51min 03sec</td>
<td>250045</td>
</tr></tr>
<td>1</td>
<td>10</td>
<td>0</td>
<td>12sec</td>
<td>10</td>
</tr><tr>
<td>2</td>
<td>10</td>
<td>0</td>
<td>21sec</td>
<td>120</td>
</tr><tr>
<td>3</td>
<td>10</td>
<td>0</td>
<td>2min 4sec</td>
<td>1330</td>
</tr>
</table>