How much customization can a map handle?

neckface

terrain contest winner! :) dance contest loser. :(
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Is there a point where a map becomes so overloaded with custom units, abilities, imports, variables and triggers, that it just simply lags for no obvious reason?

I'm not sure why, but the test map for my campaign is lagging--the map itself pretty bare, and i have no initialization triggers going on...

The only thing i can think of--have I crammed too much into the campaign??? Is this even possible? :nuts:
 

saw792

Is known to say things. That is all.
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Well yes of course there is a point where lag like that happens. Ever noticed what happens when you cast too many special effect-heavy spells at the same time? Lag. That's because computers have limits to how much they can process at one time.

I won't ignore the fact that your triggers probably leak if you're getting a huge amount of lag.

Actually having the custom units, abilities and imports in the map won't make it lag unless you have thousands of them, and even then I doubt it would have a huge effect.
 

Dameon

"All the power in the world resides in the eyes"
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it will help if you posted any triggers, unit changes and so that you have dpne or if you posted the map it's self. A lot of factors can add to the lag of a game, include movement speed, missile art and speed and so on.
 

neckface

terrain contest winner! :) dance contest loser. :(
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i have to double check my triggers when i go home, the only trigger issue i can conceive of it being is having perhaps too many periodic triggers active???

the rest are all unit begins ability triggers, so far no init triggers either...

then again, my cpu probly needs some defragging, etc too! ;)


edit to clarify my first post: I don't mean too much onscreen at once (sprites, units etc), but too much going on "behind the scenes," so to speak.
 

MurderMode

Giving new meaning to co-op... slowly
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I don't think there really is any definable point where adding custom content causes lag, but more so what that custom content is. If you have too many triggers firing off or leaking at once then yeah, it's gonna lag. If you have too much action going on at once ingame, then it's gonna lag.

It's not like anyone can sit down and say '150 triggers + 85 custom units + 40 custom abilities = lag', because it depends on what those individual changes involve. Every map is different.

You should probably give examples of what you have put into your map that could possibly lag so someone can identify whats going on. Maybe your map size is too big for what you want to do, or maybe you have used programs to exceed the doodad limits, etc. No one can really help you yet based off the questions and info you are providing.
 

neckface

terrain contest winner! :) dance contest loser. :(
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I'll do more investigating when I get home and report back if i still need help...... tx guys.
 

Romek

Super Moderator
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I heard using GroupEnum functions at low intervals can cause huge lag because Warcraft doesn't destroy the process quickly enough. Once you stop the trigger/timer however, it'll clear out.
I only read this recently on TheHive or Wc3C. I forget :p
 
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