So I am the maker of a map called Wintermaul Redux, a ground-up remake of the original Wintermaul.
My map, by all accounts, been a successful and rather popular map. However, the map has had an issue with desynchronization for quite some time now, leading to mass disconnects shortly after the first spawn. No triggers are active when the disconnect occurs, as far as I know of.
The problem occurs inconsistently; but generally, when they start, they persist in the subsequent games.
Now, I have asked of my problems before, and one of my attempts to fix it has reduced the frequency of the server splits. But they still occur and I want to eliminate them entirely before I release the final version.
I would like for someone with expertise in such matters to assist me in looking over my triggers and finding what is wrong.
If you are interested, PM or reply here with your email, and I will email you the unprotected map. I don't want multiple unprotected copies of my map floating around the internet.
Details:
-The map has only a handful of doodads and only four terrain types; for each, only one texture is used.
-At most, 90 enemies are spawned on the map in 6 clumps of 15.
-Desynchronization only occurs on the first level and inconsistently.
-There are no local player variables as far as I know.
-There are no Pan Camera Actions either.
-There are a few "permanent" variables that may be considered leaks, but they are necessary for pathing; leaks don't cause splits anyhow.
-All other leaks are removed and this is verified by Leak Check v3.1.
-The map was protected using WC3 Optimizer.
My map, by all accounts, been a successful and rather popular map. However, the map has had an issue with desynchronization for quite some time now, leading to mass disconnects shortly after the first spawn. No triggers are active when the disconnect occurs, as far as I know of.
The problem occurs inconsistently; but generally, when they start, they persist in the subsequent games.
Now, I have asked of my problems before, and one of my attempts to fix it has reduced the frequency of the server splits. But they still occur and I want to eliminate them entirely before I release the final version.
I would like for someone with expertise in such matters to assist me in looking over my triggers and finding what is wrong.
If you are interested, PM or reply here with your email, and I will email you the unprotected map. I don't want multiple unprotected copies of my map floating around the internet.
Details:
-The map has only a handful of doodads and only four terrain types; for each, only one texture is used.
-At most, 90 enemies are spawned on the map in 6 clumps of 15.
-Desynchronization only occurs on the first level and inconsistently.
-There are no local player variables as far as I know.
-There are no Pan Camera Actions either.
-There are a few "permanent" variables that may be considered leaks, but they are necessary for pathing; leaks don't cause splits anyhow.
-All other leaks are removed and this is verified by Leak Check v3.1.
-The map was protected using WC3 Optimizer.