Haha, thanks Sessase.
Well now that the holiday break is over, production of my map will be slowing down, but it's at such a level of completedness that any work at all is a significant improvement. Keep playing the demo and telling me what you think is good, what you think is bad, and what you want to be added. This is a team project.

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Yea at first I thought the lag was me playing with my friend who has cable and me 56k but then come to find out its just the map due to unit lag I guess
There are some things that could cause the map lag:
1) With 'Move Units', it's possible too many units are being moved at the same time (especially with preserve trigger)
2) Too many 'Set Invincibility' occuring at the same time. (Not sure if this is true)
3) Too many units to 'Modify Hangar Count' (ie, modifying Reavers hangar to 10 when you have about 100 reavers on the map)
4) Too many units trying to do something at the same time (like 50 zealots attacking a building when only 5 can reach)
You could also test by just putting 'Never' in conditions in a trigger that may cause lag and test the map to see if the lag is reduced. If it is, then you know what's causing it.
There is a way to fix lagg but it would require having to remove all the units and replacing them again... You can use the x4 speed trick and they would cause the lagg to disapear because everything is moving at that speed... Only do that if you have enough time to spare... It would make the map better though
Yea but Too much unit spawn mean what? Mean many unit attacking..what many unit attacking mean? No sprite...What no sprite mean? No range unit damage are done...what that mean? Less kill..What that mean? More spawn...What that many..no more sprite...there we go...again and again...

due to the fact that the previous post made no sense to me, i instead bring you this.
If you regularly visit this website and you still havn't played the generals demo, you lose at life. game over, you are dead.
have a nice day. ^.^
I thought this day would never come...And thankfully it did.
This is great Psi can't wait for final release.
this never stps to amaze me, its soo much fun
I have to say, this is an excellent strategy map... leagues over the golems and madness maps that are all over the place. I especially admire the strategies that each General has (or will have), and the maddeningly addictiveness of it (its rare that I replay a strategy map, so it must be something great). I couldn't stop playing it over and over. Its gonna be a hit! =)
I do have a few concerns though. At certain times during the game I find myself starting to lag due to the excessive amounts of units on screen. Not sure if its trigger slowing... secondly id like to point out the extremely overpowered Bio General (the Medic). Its pretty interesting how my Bio larve are invincible and are abled to "float" a very very far distance from me before dying, which allows for me to scout enemy terrain at a safe distance and without fear of my larve scouts dying cause they can't, not to mention I can morph them way up within the back of the enemy's base (cheap yes...). Also the excessive amount of larve that come out; Every 8 seconds I believe. I suggest allowing for the larve to be destroyed and killing the larve sooner and closer to you if not reducing their spawning. That Bio General is sure fun though... I played once with a friend as testing the multiplayer capabilities. Lets say, once I got into his base, I spawned a big army near his spawn and killed on spawn... lots of anti-camp needed? Computer a.i might need a bit work (even though you guys say its good...). When I was playing, the north computers got into the left side of the south base. You know what the south computer side did? Nothing. They let the left side of the base die (I was busy killing things).
Other then that GJ.. =)
Edit: Spelling Errors.
Edit: Added more, Fixed more.
Thanks Red2Blue, I'll stick those on my fixes checklist.. there's tons of work to be done on this map. I'm in a bit of a conundrum about the Bio General; the larvae want to move back to their hives on the side of the map, but the only real "fix" I could come up with to keep them on the battlefield is to center them on the Bio General constantly.. the downside being that eggs overlap and it's just plain lame. Hopefully you have an idea? Keep in mind that larvae need to be invincible to survive off of creep.
Regarding the AI, it's made to be simple in the demo: units spawn and attack towards the enemy base. Noncaptured command points spawn P5 units that are randomly told to either attack towards one base or the other, or roam. This process is almost constant, which is why the map lags. There aren't any real alternatives, but I can edit the map to have less command points and give less orders; the downside of that one being that the AI's complexity is decreased from its already pretty simple state.
There are almost infinite issues to think about in this map, from the command point spawning patterns and units, abilities costs and effects, the strategies resulting from them, balancing, ingame ability usage, and the entire human-controlled battle/semi-RPG/strategy gameplay that makes this map unique from every other one. I could work on this till I'm 50. I'm not doing that though.
Thank you all for your support

Psi, would you like to have a contest of sorts? Just good sportsmanship of course, no hard feelings. Your map against mine - The Battle for Middle-Earth. Perhaps we can further our maps in this friendly contest. PM me if you're interested.
The map is sooo big
<(o.o)> 256x256.... takes about 10 minutes to walk to their base and die about 5 feet from their base

The agony...
hmmm I thought the map was gonna be more "rigged" than i thought..

I thought it would be like.. 'oh look 20 marines coming to attack me.. xbattlex *sarcasm* "Ow!!! Hey partner help me out!! I'm being attacked by guys shooting toothpicks at me!!!"' I thought the generals were gonna be stronger (armor-wise).. oh well my bad! Also, generals will probably be better with their specific abilities anyways. It was only a bare-bones map we saw right?

Oh yea.. You should make sunkens on the edges of the map so that when you do your general abilities, like the 2x2 explosions and other awesome instant-kill abilities, teleport the enemies to the sunkens so you get the kill, or some other techinque that does the same effect.

There were no skills for any of the generals were there? Also I have a comment with the squares in the top right coner with each general's moves. The spelling of the first few letters of the Generals' names are cool but I found it kind of confusing. (maybe i'm just a waterhead =p). I think it would be easier if you put p12 Generals in their respective spots. OH and the one skills area that every general has...some of the skills are not included. Are they unlocked or just not available in the demo version?
Did you not read my previous post about the lagg issue? You could add in p14 map revealer in the top left corner and make everything go faster... Even if it was extreamly fast it would still be fun because the gameplay is made to be fast!!!
It's on then Psi. It's on. Good luck - I want to see both of these maps successful.

OddAngel, I'm not increasing the map speed.. sorry. I'd prefer to just fix the lag normally, and I am.
PearS, the skills are intentionally left out in this version, and I agree with your opinion on the text being too confusing. Perhaps a neutral indicator unit would be best.
Sorry for the short post, I don't have a lot of time at the moment.
Is there any other way to gain moral beside taking over command points?
Plus did you add the feature to buy ammo for the sniper yet?
Don't you gain morale naturally? 1 morale every 10 seconds..
And also, you get morale for kills. 12 = 1 morale.
If you lose 3 men, -1 morale. Man.. I'm so glad i read this whole thread a looong time ago so I don't have to reread everything in it.
hmm...weird I just keep losing morale no matter how much I kill...
Fixing the Bio Med General is simple...
its kinda like this=
Center a location say in this case 3x3 would be acceptable.
Then as a trigger, put in player controls at least 1 larve, center the 3x3 on the medic.
Preserve
Within a second trigger put=
Medic brings exactly 0 larve to 3x3, kill all larve for current player.
Preserve.
This will create a trigger that kills the larve when all of them have left the medic range.
Then add a trigger=
Player controls at least 4 larve, kill 1 larve for current player.
Preserve
To fix the glitch when the medic player walks within the direction of the larve, preventing the larve from excaping the medic range.
If you want to see it in action ill show you my worms map, which uses this system.
As another issue, in reguards to unit spawning, there should be a cap on the amont of units to be controlled to control further lag and unfairness. If there is one... the Bio General surely abuses it...
GL...
HF...
Topic unlocked and brought out of inactivity due to topic creator request.
Oh, man this is back!?! Sweet, this is just like battlefront (Star Wars) and this game was awesome!
Thank you Yoshi.
Yes, I'm opening the thread again because, yes, whilst I was not here, the map has still been in production. The current version is 0.5.5, whereas the demo release was version 0.4. Much progress has been made, and I'm still moving forward. For a while I almost had to cancel because of string and unit limits, but those problems have been solved and there is plenty of room to continue working. Production is not at full speed at the moment, because the school year is winding down, but as soon as summer begins, I'll be focusing strongly on the map's completion. We are so close to finishing that I can taste it.
In regard to StarCraft's limits, I am changing the battle style to one similar to open RPGs, where the players venture out to create their own bases and generate their own men. Command points still exist, but are being toned down to spawn only allied computer units, not "mercenary" units or neutral units. The command point system is the main reason the map lags, so I am forced to strip it down, but it will still be an important part of gameplay and economics.
Next on my checklist is completing each of the General's in-game abilities. I am still open and asking for idea contributions. Every (good) idea has a radical impact on the map, and I could have never gotten this far without everyone's help and support. You are the ones to be applauded, and I applaud you. Thanks.
I'm glad to be back. Now let's get this party STARTED!!! (Again.

)
Yaaaaaay! It's back, its back!
(I was looking forward to this map from before I joined SEN!

)
I still have the demo

Sounds awesome still! (Even though it's not to the fullest extent possible)
One question before I give some ideas for abilities I've had, are you keeping all of the heros?
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Sniper, Bio-Tech, Mech, Infantry, Technology, Nuclear, Black Ops, Pyro, Plasma, Psi, Disease, Bombardment
Thats quite the amount.

QUOTE(Rantent @ May 11 2005, 10:15 PM)
Sounds awesome still! (Even though it's not to the fullest extent possible)
One question before I give some ideas for abilities I've had, are you keeping all of the heros? Thats quite the amount.

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Actually the reason I'm limiting the map is because it IS the fullest extent possible. StarCraft simply cannot handle the complexity of a "full" Generals map. I would need somewhere like 3000 strings, more terrain capacity (for a while I got an error that the terrain was too complex to load), more unit capacity, and the list goes on. Man, I wish I could continue this to the level I had aspired for, but StarCraft just won't let me. So I'm giving you the very best thing that the game can technically allow.