Staredit Network > Forums > Games > Topic: Source2 Modding Tools
Source2 Modding Tools
Aug 9 2014, 8:42 pm
By: Decency  

Aug 9 2014, 8:42 pm Decency Post #1



So, Valve just essentially released the Source2 engine for alpha for creating custom Dota2 maps.
More info and the official announcement!

The whole environment feels exactly like SC:BW mapmaking did at the very start of when I joined SEN who knows how long ago- lots of information being shared, lots of cool ideas getting started (and very few getting finished), and people just finding out amazing things that are possible with the new hammer editor. People are remaking Smite, League of Legends, and even some RTS games inside of the Dota2 custom games section. And of course plenty of minigames- Omni Party, Pudge Wars, etc.

I haven't done anything serious with the SC2 mapmaking engine so I can't say for sure which is more user-friendly or powerful, but I would absolutely love to be able to play a variety of old Starcraft maps inside of Dota2 and I think it's going to be the breeding ground for a lot of new content. And I don't think Valve could fuck up their version of the Arcade as much as Blizzard did if they tried to- and everything is entirely free.

One nice thing that was talked about prior to Dota2 that I could definitely see Valve actually doing well is monetization of custom games. Currently, there are three different monetization systems which all reward content creators:
- Tournaments can sell their tickets which allow people to watch in-game replays
- Graphic designers can release their custom hero sets to the workplace- top ones are added to the game.
- Competitive gaming teams can sell penants which players can buy to get some in-game drops when watching pro games.

In each of these cases, the people working behind the scenes- the tournament admin, the designers, or the gaming teams- earn a percentage of the revenue from it. I believe this number is 25% in most cases, but I'm not sure. Either way, it's been enough for a reasonable number of the best people to support themselves full time through Dota2.

So, although it's not there yet, you can be sure that Valve encourages embracing User Generated Content. For example, maybe an author would be able to set a maximum number of "free plays" of their map, and then in order to continue playing you would have to buy the map for some set price, and you as the mapmaker would earn 25% of that. 1% of the nearly 10 million Dota2 players in the past month like your $4 map? You just earned a (second?) 6 figure salary.

So if you haven't taken a look yet, I definitely encourage you to do so. Here are some examples just from the past couple of days:
- Dota Dash (Mario-kart esque)
- Warlocks
- Over the Shoulder Smite-esque



None.

Aug 9 2014, 9:31 pm LoveLess Post #2

Let me show you how to hump without making love.

It's just ridiculous how Blizzard has made so many editors and they claim to have spent a lot of time working on SC2's editor... Then Valve drops Hammer with Source 2.0 and it is blowing the collective mind of the entire community. It's so ridiculously easy to use and incredibly powerful.



None.

Aug 10 2014, 6:50 am Lanthanide Post #3



Quote from LoveLess
It's just ridiculous how Blizzard has made so many editors and they claim to have spent a lot of time working on SC2's editor... Then Valve drops Hammer with Source 2.0 and it is blowing the collective mind of the entire community. It's so ridiculously easy to use and incredibly powerful.
That's because Blizzard clearly did not use the SC2 map editor they released to make the game.

If they had, instead of it being an afterthought, it might have actually been intuitive and easy to use.



None.

Aug 12 2014, 12:11 am MadZombie Post #4



All I care is that they allow copyright stuff so long as we don't try to monetize so we can have a million DBZ maps to attract the casuals and make sure the custom scene doesn't die after a few months. I really feel this is what killed it for sc2 more so than any other problem they had.

sum links

https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools
Tutorials
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Tile_Editor_Basics
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Terrain_Blending
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Particles/Particle_Effect_Tutorial_1
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Scripting/Abilities_Data_Driven
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Modeling/Model_Creation
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Basic_Construction/Mesh_Editing_1
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Creating_A_Dota-Style_Map

Post has been edited 1 time(s), last time on Aug 17 2014, 2:52 pm by MadZombie.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:41 am]
v9bettel -- Nice
[01:39 am]
Ultraviolet -- no u elky skeleton guy, I'll use em better
[10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[10:11 pm]
Ultraviolet -- :P
[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
O)FaRTy1billion[MM] -- nice, now i have more than enough
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- if i don't gamble them away first
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- o, due to a donation i now have enough minerals to send you minerals
[2024-4-17. : 3:26 am]
O)FaRTy1billion[MM] -- i have to ask for minerals first tho cuz i don't have enough to send
[2024-4-17. : 1:53 am]
Vrael -- bet u'll ask for my minerals first and then just send me some lousy vespene gas instead
Please log in to shout.


Members Online: IlyaSnopchenko, Roy, jun3hong