Staredit Network > Forums > SC2 General Discussion > Topic: Questions for Q&A.
Questions for Q&A.
Apr 20 2009, 3:23 pm
By: InsolubleFluff  

Apr 20 2009, 3:23 pm InsolubleFluff Post #1



There's not nearly enough important questions on map making and I think it's time we asked!

First of all, I'd like to nominate Chuiu as our SC2 Rep since he's the moderator.

Second, I'd like him to ask Karune the following:
A) A thing that restricted some mappers but not all, was the lack of cookies to save data like 'level,' 'class,' 'spells,' etc.. Will such use of saved information be possible?
B) Some UMS games would be better played if you could join AFTER the game started (filling empty slots.)



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Apr 20 2009, 3:29 pm InsolubleFluff Post #2



Will this be supported?

C) Use of addition, subtraction, multiplication and division were often sought for, will these be supported?
D) Are there available screenshots of the StarEdit GUI?
E) Will use of additional music, sound effects and more be better supported?



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Apr 20 2009, 11:34 pm Wakalord Post #3



Will there be improved support for user-created models and animations (such as unit attacks)?


^I've always wondered that. I'm up for supplying more questions to this thread, but do you guys need anything else?



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Apr 20 2009, 11:55 pm UnholyUrine Post #4



Will terratron be in the map editor (of course it will =D)



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Apr 21 2009, 1:17 am Decency Post #5



Great idea, I read through the TeamLiquid question list and had a ton that I wanted to ask myself.


There was only a single "Custom" score in StarEdit, leading mapmakers to use things such as razings, deaths of unused units, and other hard to manipulate items as variables. Has this been expanded upon for SC2?

What will we be able to change with regard to units? For example, attack speed, model, firing animation, etc.?

Will there be support for text-based triggering? Many knowledgeable in the computer science field find this to be faster and more efficient than the point-and-click dropdown style of StarCraft 1.

"EUD" or "Extended Unit Death" Triggers in StarCraft 1 were able to detect (and before patched, modify) various values in StarCraft that were not originally anticipated, such a current unit's HP value or the game's current latency. Will such values be included for change in StarCraft 2?

Many UMS maps in Starcraft 1 became either rigged or stolen by malicious mapmakers. What sort of protection measures will be available to mapmakers to help keep their maps spread as originally intended?

StarCraft 1 had a "map of the week" feature that was popular for a short while after the game's release, but this eventually was phased out. Will Blizzard incorporate such a feature for StarCraft 2?

Post has been edited 1 time(s), last time on Apr 21 2009, 1:26 am by FaZ-.



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Apr 21 2009, 1:38 am Fierce Post #6



Most questions answer themselves (some of the ones above fall under this). I believe they said somewhere that they would take most of the concepts from Warcraft 3's map editor and enter them in Starcraft 2. So I would like to ask some questions that we have had no insight about.

1.) In Warcraft III, there was shallow and deep water. Will this be implemented in Starcraft 2?
2.) If there is shallow and deep water, is there possibilities of any water-dependent units (transport boats, attack boats, etc.)?

==I'm not sure, but if anyone can give me a source about the question below if they've already announced the feature would be greatly appreciated.==

3.) Currently, in Starcraft, the UMS map makers are left with building their own inventory in their RPGs. As seen in Warcraft 3, map makers are capable of creating a hero with an inventory in their RPG; will this be possible in Starcraft 2

4.) Will there be extensive AI scripting in Starcraft 2's map editor?



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Apr 21 2009, 1:54 am l)ark_ssj9kevin Post #7

Just here for the activity... well not really

Will there be hyper triggers, or are they already implanted?



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Apr 21 2009, 3:04 am Biophysicist Post #8



Will SC2 still use iscript.bin (or something similar)? Also, will SC2's version of iscript.bin have support for variables?

How much of the SC2 engine will be hardcoded and beyond the reach of (most) modders?

What additional features to make modding easier/better are being added? I seemto recall someone saying Blizzard was going to have better modability...

Also, somewhat offtopic, but I think we should give Karune a copy of IskatuMesk's article on RTS design where, among other things, he points out several epic flaws with SC2.



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Apr 21 2009, 6:21 am InsolubleFluff Post #9



Water was announced, boats were not.
Inventories were announced.
Unit speeds, sizes, HP, upgrades, shields, regeneration and more are supported.
EUD's will be gone.
1 additional resource but more can be triggered.
Based on C Language, you can expect easy and expert modes on editor.
They will support protection.
There WILL be extensive scripting.


Rest IDK. Locations weren't in world edit were they?



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Apr 22 2009, 3:55 am MasterJohnny Post #10



Locations were called "regions" in the world editor. I would like the editor to have starcraft editor terms instead of world edit terms though...



I am a Mathematician

Apr 22 2009, 8:54 am InsolubleFluff Post #11



Agreed. Will someone compile unanswered Q's in here please?



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Apr 22 2009, 5:16 pm Vi3t-X Post #12



Isn't chuiu a moderator for TeamLiquid? :P



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Apr 23 2009, 10:03 pm Centreri Post #13

Relatively ancient and inactive

'C) Use of addition, subtraction, multiplication and division were often sought for, will these be supported?' - yes
'E) Will use of additional music, sound effects and more be better supported?' - yes

'What will we be able to change with regard to units? For example, attack speed, model, firing animation, etc.?' - Yes to attack speed and model, probably not firing animation unless units have multiple firing animations.
'"EUD" or "Extended Unit Death" Triggers in StarCraft 1 were able to detect (and before patched, modify) various values in StarCraft that were not originally anticipated, such a current unit's HP value or the game's current latency. Will such values be included for change in StarCraft 2?' - Maybe not latency, but almost anything in the game will be detectable.
'Many UMS maps in Starcraft 1 became either rigged or stolen by malicious mapmakers. What sort of protection measures will be available to mapmakers to help keep their maps spread as originally intended?' - Very complicated map files and in-editor protection. Well, I'm 90% sure about the protection.

'1.) In Warcraft III, there was shallow and deep water. Will this be implemented in Starcraft 2?' - I hope not. That kind of terrain is rather ugly, and water to ground transitions are much better if you actually start the map with water and raise the ground out of that using the raise and lower terrain tools, making natural-looking beaches and all that rise out of the sea and don't just spring up after a sheer drop.
'2.) If there is shallow and deep water, is there possibilities of any water-dependent units (transport boats, attack boats, etc.)?' - If it's not a unit option, it'll be triggerable.
'4.) Will there be extensive AI scripting in Starcraft 2's map editor?' - yes. If it's not going to be in the actual AI, any AI you'd want is going to be triggerable. If you want an example of what's possible with WCIII, play the game 'Battle Tanks' with leaver AI on, and look how competitive the AI can be in a hero-based game (say, temple siege).

Post has been edited 2 time(s), last time on Apr 23 2009, 10:18 pm by Centreri.



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Apr 24 2009, 6:02 am InsolubleFluff Post #14



I want saves :(



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Apr 24 2009, 11:00 pm Centreri Post #15

Relatively ancient and inactive

..? What saves?

Also, want to reexamine your envoy to Blizzard nomination? :D



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Apr 27 2009, 3:36 am Vi3t-X Post #16



Quote from name:Shocko
Will this be supported?

C) Use of addition, subtraction, multiplication and division were often sought for, will these be supported?
D) Are there available screenshots of the StarEdit GUI?
E) Will use of additional music, sound effects and more be better supported?
All of those were supported in WarCraft III. :P



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May 20 2009, 8:33 pm Centreri Post #17

Relatively ancient and inactive

Would it be possible to use the editor to give hatcheries an abnormally large amount of larvae?



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May 20 2009, 9:05 pm InsolubleFluff Post #18



that I imagine will be. Please can someone compile a list of the un answered ones and who suggested them so we can send off?



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