Staredit Network > Forums > SC2 General Discussion > Topic: Expectations for the Starcraft II Map Editing
Expectations for the Starcraft II Map Editing
Aug 31 2007, 9:10 pm
By: Septhiroth
Pages: < 1 2 3 45 >
 

Sep 9 2007, 2:43 pm purple100 Post #21



I would like a programming language integrated into the trigger system (but entirely optional). Something a bit like standard C, but only the language constructs. Macros, function definitions and typing, loops, if statements, etc. If I could write code like that with the ability to make function calls to triggers, I would be very pleased.



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Sep 10 2007, 1:01 pm Ckol Post #22



Quote from purple100
I would like a programming language integrated into the trigger system (but entirely optional). Something a bit like standard C, but only the language constructs. Macros, function definitions and typing, loops, if statements, etc. If I could write code like that with the ability to make function calls to triggers, I would be very pleased.

Not sure if you have seen this purple:

From the SC2 Q&A Batch 1:

Quote
What type of scripting language is being used? Aspiring map/mod makers would like to know.

StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. Well release further information about the world editor as we move forward.

:D

From the sounds of it, it's going to be an advanced Wc3 Editor.
And considering a group of modders turned Wc3 into an FPS using the editor, the potential for SC2Edit hopefully will be even greater!

EDIT: Hi SEN!



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Sep 10 2007, 7:23 pm Vi3t-X Post #23



I expect alot from ScumEdit (thats what it is right?)

I'd like it to have though:

Easy Trigger System
Inverted Doads
A Click Trigger System (Empire Earth had it, click on unit, action happens)
Adjustable Variables (e.g, you are making a flying map, and you need fuel, you run out of variables, WHAT YOU DO NOW?)
Instead of just adjusting colour values (default is 255 RBG), editable wireframes and "Photoshop" powers
Advanced Trigger Set (Dragoon 1 is at 20hp 30shield, Dragoon 1 kills 1 marine, Dragoon 1 is at 19hp 0shield, play wav. (or mp3.) Dying Dragoon, wait 5 sec, create spell effect "WARP" on Dragoon 2 and Zealot 1, Zealot 1 & Dragoon 2 arrive at "X", play wav. Khala Speach, create spell effect "WARP" on all units at "X" move units to "Z"



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Sep 11 2007, 10:55 am TF- Post #24

🤙🏾

Quote from MNeox
hopefully theres normal and extended ramps and bridges.
there should definetly be inverted ramps since
sc2 has a rotatable screen.

Ramps in WC3 were 3d objects that you could rotate any way you wanted.

I wonder if we should make a thread in the battle.net sc2 forum for the devs to see, feature requests or something once we have a good list, maybe they'll actually say something in return :omfg:, or would it be a bit much..



🤙🏾

Sep 13 2007, 5:07 am Ei47 Post #25



Ah! I want so much! Well first off, i'd want to be able to disable alot of things, like the Cliffhoppers or viking transformation. I'm also hoping that there will be more of a variety of map sizes, stacking, and more advanced AI scripts. I think it's pretty awsaume how they're bringing back old units to the editor, and i'm hoping they can have something like wc3 where you can create units with different stats as the same object/image. It would also be fun if you could switch around the portraits, so maybe Aragorn wouldn't have to be an alien o.O. It'd also be nice if we could port sc maps to sc2, but no way thats gonna happen. :) o wells.



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Sep 13 2007, 1:40 pm Doodle77 Post #26



more ints, less shorts (i.e. 4.2 billion locations, string characters)
a more efficient trigger system, which also works out to a max of 4.2 billion actions/conditions per trigger
a equally cpu-intensive trigger system (in wc3, if you try to have a trigger run constantly, the game lags itself to hell, while in sc it doesn't).



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Sep 13 2007, 3:53 pm TF- Post #27

🤙🏾

http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=24608&p=1&#post24608 (not me)



🤙🏾

Sep 13 2007, 4:38 pm Demented Shaman Post #28



Quote from Doodle77
a equally cpu-intensive trigger system (in wc3, if you try to have a trigger run constantly, the game lags itself to hell, while in sc it doesn't).
Depends on what the trigger is doing in SC.



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Sep 13 2007, 5:50 pm who Post #29



sounds cool, but I wish they'd keep most units able to explode, instead of just leaving their corpses like Warcraft, where the only maps similar to bounds are mazes, where you die when the units touch you.



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Sep 14 2007, 12:50 am enigmacat Post #30



being able to see the triggers work during map making(so u dont have to play the map and do the certain thing to see if the trigg works)and using seconds instead of milliseconds



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Sep 14 2007, 1:02 am Matt Burch Post #31



I think it would just be awesome if it was a lot like the warcraft 3 map editor. Everything there is so customizable and so simple.

It looks very hard and complicated, but once you actually spend time doing ONE thing at a time, it is simple and easy. It takes a while to learn about what everything does, but after you figure that out, it's all good.

I would like to have nice scripts, so I don't have to repeat trigger after trigger after trigger to get basically the same effect, but with different deaths :omg:. That is the biggy. I also would like to be able to create multiple units. Create a new marine and call it an elite, create another marine and call it a guard, have them able to do different things. That would be so awesome.

I also hope there are planet doodads, so I am able to make EV. Scripts would be awesome for making EV too. Even adding your own units, would be great make EV. :) EV is totally coming, from me, if the editor is a lot like warcraft 3. May take a while, but it would come. :}

I don't even know if I would be able to have starcraft 2. By the time it comes out, I might be in vancouver going to university and working my ass off for money and living. Let alone girlfriend time, and clan related issues time. I dunno

Unless I just be lazy and go to the university in Brandon, MB.

Post has been edited 1 time(s), last time on Sep 14 2007, 1:04 am by O)Matt_Burch. Reason: GOD DAMN SMILIES!!! :O should be for shocked and :yawn: should



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Sep 14 2007, 1:25 am The Starport Post #32



Be neat if you could use the physics system for affecting units. Or give units physical properties themselves (like having siege tank shockwaves blow zerglings around :D).

Morphable terrain would own too.



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Sep 14 2007, 10:33 pm Centreri Post #33

Relatively ancient and inactive

The one thing Blizzard didn't have in WCIII editor (well, one of the few things) was an easy way to change terrain (some people did it anyway and I... I don't know how that's possible). I think that if this is supposed to be even better, terrain will be more customizable.



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Sep 14 2007, 11:16 pm Forsaken Archer Post #34



Ah terrain... Didn't see this mentioned:
But I want to be able to use different terrain types in one map. I can see why this wouldn't be possible depending on how they programed it, but it would be nice.



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Sep 15 2007, 2:18 am _Spongy Post #35



Looking at the videos again, i think that the terrain editing will be limited.

If you lok at it it seems that the terrain is in blocks of some sort. And i don't think that editing them will be an option, i mean, its 3d right? Not everyone will have the 1gb of ddr3 ram in the 8800 to carry thousands of textures. Let alone the ones already in the game.



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Sep 15 2007, 3:26 am Cole Post #36



Spongy, do a little research before you think.

Editing them in game wont change the ground texture. You're changing the points at which the texture wraps around. That's perfeclty possible and it wont kill you're RAM.

Quote
a equally cpu-intensive trigger system (in wc3, if you try to have a trigger run constantly, the game lags itself to hell, while in sc it doesn't).
WC3 is event based, you should never run a trigger constantly, thats the whole idea behind it.
For example, if you want to replace every peasant into peons on a map. You shouldn't run a trigger that runs every second of the game turning all peasants into peons.
You should run the event/conditons like this:
Event: A player builds a unit.
Condition: Built Unit is A Peasant.



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Sep 15 2007, 4:28 am FlyingHat Post #37



Quote from Paravin.
Create-a-unit! :)
No, thats the job of the modding community :P .



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Sep 15 2007, 2:16 pm Zell. Post #38



I hope you'll be able to import models like WC3. I got into the WC3 editor a bit its a lil different but its not horrible either.



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Sep 15 2007, 5:22 pm InsolubleFluff Post #39



I would hope that we don't have to animate every new unit that we wanted to add, and instead just make the skin, and for those experienced with 3ds max, using mesh select and uvw mapping, we could put the skin on top of a previously designed empty animation, with a selection of animated weapons to go with it, animated deaths and stuff like that, for example:

Unit 1:
Model: Terran Banshee Default Model
Skin: C://Computer/program files/starcraftII/skins/flying book skin.jpg
Death Animation: Terran Wraith Death Animation
Attack1: Terran Battle Cruiser Attack Animation
Attack2: Terran Valkyrie Attack Animation

or something like that, where the only real challenge is putting a skin on top of an animatied model, maybe allow people to make their own models, animations and attacks, but a simple editor mainly for newbies. Pre-made skins would help too.



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Sep 15 2007, 8:29 pm Sael Post #40



I figured out something else I'd really like, though someone posted it before:

A Sound Editor
  • Ability to load a variety of formats (.mp3, .wav, etc.)
  • Compression tool for best quality/size ratio
  • Ability to convert to other formats to optimize quality/size ratio
  • Sound mixing, cutting, pasting, etc.
  • Edit unit and gameplay sounds




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