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Map Protection Problems

08-25-2006, 08:15 PM#1
oxide2007
I'm pretty sure most people know what map protection is. Its a corruption/altering of normal data in a Warcraft III Map. There are many PROs and CONs to this so called "map protection."

Most people consider their map perfectly safe when they protect it, but the truth is "If Warcraft can open it, so can anyone else." Though it may become more complicated and take more time to open it and most "noobs" probably wont get in it.

Enough about Map Protecting and what it does... I'm here to tell you that I among which I'm sure other people are being disconnected from games because of these "protections." I've found that after playing certain games which use the doodad cube protection (placing many invisible cube doodads to lag out opening the map in world editor) when I've later played another game even without it, all the doodads in the game will turn into pink cubes and I can still play or I will be completely disconnected because cubes constantly keep popping up on the map even if it isnt protected.

I've also found that after playing such as Age of Myths or other games I will even get disconnected from Official BNet ranked games and my rank ends up going down.

Does anyone know why this is happening? Any way we can prevent this? Or can someone come up with a protection that won't cause game crashes and still protect maps?

Thanks for your concern
~oxide2007 whose melee rank has now been dropping because of disconnections from custom corrupted maps..,
08-25-2006, 08:36 PM#2
Jacek
I know messing with game constants does screw things... like when you try to play something for example dota after Tides of blood... in dota everything will be checkered boxes and will desync after few seconds
08-25-2006, 08:49 PM#3
Captain Griffen
This is an issue with something, but I can't remember what it got narrowed down to eventually.

Basically it is a WC3 bug, restarting WC3 after playing the affected maps solves it.
08-25-2006, 09:11 PM#4
Rising_Dusk
The ToB problem was with Widgetizer.
They checked some option in it to optimize destructibles/doodads and it causes the next map you play to disconnect you with that checkered box effect.

And yes, restarting WC3 fixes the issue.
08-25-2006, 09:25 PM#5
DioD
This is problem with non ingame changes.

If you change any data from non ingame interface it will desync too.

If you making some map, test it localy for this changes before play online.
08-25-2006, 11:12 PM#6
Kam
Just use Vexorians map optimiser, no problems there.
08-26-2006, 04:13 PM#7
The)TideHunter(
Yes, Wc3 stores most map data type stuff, so it dosent have to reload a shitload of them, as it can be tested by opening the same map up twice, their will be a ever so slightly less delay to loading.
Its, as i know of, the Map constants and interface that dont get reset until a map has finished or Wc3 is reloaded (in effect, reset).
But as far as i know, the constants and interface are changed back to what they are surposed to be in the current map when loading.
So before loading, the effects from the last map are known.
08-26-2006, 11:23 PM#8
Mc !
Quote:
Originally Posted by Vexorian

Age of Myths ' desync had nothing to do with map protection. It was about negative sight range

The dooodad thing that affected ToB was no protection but optimization from widgetizer, and the bug is blizzard's for stupid reasons they only load destructable/doodad data once.
.