So I am the maker of a map called Wintermaul Redux, a ground-up remake of the original Wintermaul.
You can get a protected copy here:
http://world-editor-tutorials.thehelper.net/maps.php?view=1315
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 when the first spawn occurs or shortly after the first spawn.
The problem occurs inconsistently; but generally, when they start, they persist in the subsequent games.
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 with your email, and I will email you the unprotected map. I personally don't want multiple unprotected copies of my map floating around the internet.
Details:
-Desynchronization always occurs on the very first spawn, either immediately after the units are created or a few seconds after.
-There are no local player variables as far as I know.
-There are no pan camera variables either.
-There are a few persisting 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.
You can get a protected copy here:
http://world-editor-tutorials.thehelper.net/maps.php?view=1315
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 when the first spawn occurs or shortly after the first spawn.
The problem occurs inconsistently; but generally, when they start, they persist in the subsequent games.
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 with your email, and I will email you the unprotected map. I personally don't want multiple unprotected copies of my map floating around the internet.
Details:
-Desynchronization always occurs on the very first spawn, either immediately after the units are created or a few seconds after.
-There are no local player variables as far as I know.
-There are no pan camera variables either.
-There are a few persisting 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.