QUOTE(Red2Blue @ Nov 24 2004, 12:13 AM)
Well.... don't diss bounds.... it takes more skill then you'd think...
There only hard to make if you dont know how to create, kill a unit...
ya how can be bounds be hard to make. maybe the hardest part is thinking of a theme.
I think the hardest part is the terrain...I can never make it look good

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There only hard to make if you dont know how to create, kill a unit...
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ya how can be bounds be hard to make
I think he meant its difficult to come up with new ideas and obstacles for bounds.
I personally make a point to make all my obstacles beatable for the common bounder (which is me).
It's proven the bound tag is NOT necessary. Jail Break was super successful without it, and it was basically a bound but with hey a plot. (And some damned bad grammar I might add!

) It is just a bad label (bound). Basically it means your map has no plot, its just "lets dodge some obstacles for no reason other than getting to the other side!"
All the storylines I mentioned above could make your game popular like Jail Break. I personally like a motive and at least some background information on where I am, and a simple explanation wouldn't be too hard. The stories I mentioned above would make great maps, and may even enspire more original obstacles for you (bound maker[s])
Jail Break was a major disapointment to me, I was like "sweet jail break sounds cool" then i get into it and then i said "Crap this is just a crappy bound".
Im talking about bounds are hard overall to make....
terrain and appeal as well as triggers...
I know some bounds do look simple but... they are actually hard to make...
and I was mainly referring to the higher tiered maps like:
Chinese Bound 2
Chrono Bound
d)R(agon_Bound
DDR Bound 2
...
these bounds took longer then heck to make, as well as the fact that their play styles allowed for a fun experience each time... (easy, quick, simple play). Each bound took around 100 triggers and up...
coming up with bound obs are easy...
theres over millions of variations for 8 squares but...
making an ob that takes some skill, but is easy to read takes more skill...
Red2Blue you are just defending the only type of map that you can make. Why don't you start to make different types of maps? We will see just how good you are after that.
wow, owned.
100 triggers, psssshh..
lol, ooooh 100.
Honestly, most bound sucks, however, I deeply redpect map makers who try very new concepts in their bounds noone thinks of, like with RRbound and stuff. I hadn't seen about half of those ideas anywhere.
QUOTE(D-Von @ Nov 25 2004, 08:26 PM)
wow, owned.
100 triggers, psssshh..
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Mine used 705
I made most of them with macros.
My map has at least over 2,000 trigs for sure. (Maybe even 2,500) So ya, 100 sure is a lot.
Do you even know how to count your triggers? And i mean accurately and quickly, group owned triggers only count once.
2,000 seems like a stretch, but okay...
I got about 1475 trigs (give or take a 100) I thought I had much more. Oh well. My point is still the same.
FULL triggers Alpha, or like actions. if you commented all those, you might be getting near the string limit, wait what's the string limit again..
Yes, that is "FULL" triggers.
Edit: string limit is 1024
ProEdit Compression actually creates blank Comments throughout your triggers where they were previously present, still don't know why...
Whats this Marco thing does most you triggers auto ??? or at these some them?
maybe help me on some mine.
I use it to create repetitive triggers where I have to make like 20+ triggers with only a few changes to each one.
Like the macro will run 20 times though and change a location every time or add one to a death counter value or both. I would use it for things like minerals for kills (you know the million trigger version), say i forgot to add some extra action. I could write my macro to go though all of them and add the action to each one.
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You could also do alot with a bound if you didn't make it so linear. Anotherwords don't just end the obstical when any one player passes it. Say you made a race bound and whenever a player passes a level it doesn't end but the next one starts in addition to the previous one. So the other players must still pass it if they want to win the race. Now of course the reason people don't do this is because they can't Most people don't know how to make multiple obsticals go simontaniously, because of wait conflicts.
Hey Bolt, you only got one problem with doing this. Say you go 7 players in the bound, Then player's 1, 2, 3, 4, 5, and 6 beat abstacle number 1 then players 1, 2, 3, 4, and 5 beat obstacle 2 and then players 1, 2, 3, and 4 beat abstacle 3, if you have things like that occur, then you could run into A LOT of laf

[edit] Jesus Christ you guys, Lay off Red2Blue, he probably knows any trigger acton better than you, an hgis bounds and stuff would probably own ANYTHING you EVEN TRIED to make, if your going to diss someone, next time make sure your at the same skill level as them
[Hopefulyy this isnt considere flaming

]
Yep your absolutely right, and im fully aware of that. Thanks for pointing it out, you should just reduce the amount of players or come up with some creative way around it, like giving grants to players far behind.
QUOTE(Alpha(MC) @ Nov 26 2004, 06:04 PM)
I got about 1475 trigs (give or take a 100) I thought I had much more. Oh well. My point is still the same.
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1475 triggers on death knights 3? or a bound?
Is there a trigger counting program?
I doubt you counted the triggers for Death Knights 3
