Heyaheya321
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Warcraft World Ediotr unlimted is awesome in helps in so many ways. I hear alot of bad stories about it going haywire and losing maps. I just want to know what are the down sides of this program.
that basically sumed everything up...Technically the chance of having your map corrupted with WEU is the same as the chance of corrupting your map with the normal editor (which isn't as small as most people think!).
Most of the time its the users' fault...
"Hey what does this button do"
"I wonder is it true that your map can't be deleted when using WEU"
"U stands for Unlimited so I must be safe"
To sum it all up:
-don't use WEU unless you really have to...seriously
-don't use Advanced Triggers if you are just going to use one of them or so
-don't open a WEU map in normal WE...once WEU=always WEU
-don't come here complaining if your map gets corrupted
-ALWAYS MAKE A BACKUP, REGARDLESS OF WHAT EDITOR YOU USE
Some 'advanced' triggers cause desyncs in multiplayer games. (but that can happen anywhere and any program - mostly because the mapmaker / programmer / designer doesn't know how to do certain things.)
And lets not forget that the advanced stuff adds like 300 kb of crap stuff that you can make in the regular editor anyway, and have more control over...
So so negative...
I've used WEU for 4 - 6 Months,
Good Stuff
Advanced triggers, (LIFE MUCH EASIER)
Built in Saveload code that works great (in my ORPG anyway)
16 terrain types
Advanced spells and so on...
MORE variables... (not available in WE, I think)
Bad Stuff:
Map corruption (over 6 months, happened to me once!, and I had 4 backups)
Ocasionally, navigating WEU, and doing stuff in the "Scenario" section of the editor, it can just "shut down", not saving or anything...
And some other minor errors
My opinion, if you keep more than 2 backups, you SHOULD be fine...
I am, I highly recommend this editor, no matter the bad "critiques" it has
its only 100-200 if you add "advanced triggers" up to about 700 with the rest...
But I enabled 80% of them, and in my ORPG, its only 1k unprotected (4-600 protected)
and my ORPG is huge, 256 * 256, with over 13000/trees doodads, so I think WEU is well worth it
But its up to you, WEU is bad, without backups, always have backups!
the only people who actually, complain about WEU, are people who know how to do all its stuff the hard way, (such as really smart users on TH)
people who didnt make backups, and lost their map...
people who think WEU's bad because of what others say...
* Extra tiles (this uses WE Enhancer). This is probably the single most useful thing of WEU, since it has never caused a single problem for anyone, and the benefits of I think an extra 7 or so tiles is huge.
* Memory Leak Functions in GUI. This is useful for the people too lazy to type out the custom script to remove things such as Points & Unit Groups, or just simply to save time.
* 90 Degree Cliffs using the raise/lower tool. Very important for terrainers.
* Object Editor Organization. A little wierd to get used to at first, but it makes a lot more sense than the regular world-editor organization. For example, the unit names/descriptions are at the top, rather than the bottom, seeing as you change them a lot this makes sense.
* Hidden Objects. Really nice since you don't have to dig them up from various lists or worry about typing in the "hidden" object path.
* Remove doodad/item/unit limits. You can just use WE No Limits patch to get rid of this but it's still a nice feature.
* Shows you how to make your "own" world editor, by having the UI files such as TriggerData, TriggerStrings, etc very easily accessed.
* Larger map size (only usable in extremely epic maps)