Expectations for the Starcraft II Map Editing, What features do you expect to be in the SC II Map Editor
Post #1 Septhiroth Aug 31 2007, 9:10 pm
Post #2 Sauceover Aug 31 2007, 9:19 pm
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no technical limits(ala unlimited locations, strings, units)
text-input detection thats pretty much it. putting in spell/unit/graphic modifications would automatically turn 90% of the community into noobs obsessed over SFX This post was edited 1 time, last edit by Sauceover: Aug 31 2007, 9:20 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #3 bearcat_fan Aug 31 2007, 9:40 pm
Post #12 TF- Sep 5 2007, 3:35 am
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They said it's gonna be better than the Wc3 editor, and that editor has a lot of the stuff in here, so it's pretty promising, I can't wait to see the lighting/physics properties and the object archetype and how you can edit them.
They should put up screenshots of the editor on the site along with the game. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13 Grand_dracolich Sep 6 2007, 12:37 am
Post #18
Falkoner
Sep 9 2007, 12:26 am
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I think that the doodads like ramps and bridges will also be customizable, which will make for basically a replacement of extended terrain, also, I think some doodads, like bridges should be able to be destroyed, and rebuilt, and they need to make some kind of terrain that air units can't fly over.
I'm hoping to be able to pretty much mod with the editor, although I know that modding will still be done, there won't be a really good reason to do it since you can already do most things that people would mod maps for, but I guess there's still some things that modders will be able to pull off, if so, good for the modders. I want a whole new slew of conditions, the conditions of SC are very limited and really don't allow for some systems to easily be done, like in defenses, being able to accurately detect kills and subtract from them would be probably the worst thing they could have missed in SC1, so they better fix it in SC2. Basically, I just want it to have things that we had to use big systems, like Binary Count-Offs, to perform normally to just be done quickly and easily in SC2. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #19
RIVE
Sep 9 2007, 7:43 am
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:D
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Things I would want in SCII.
-A condition that caculates a unit's HP at a location: "'Current player' commands a 'unit' at 'location' with a hit point of 'quantity'" *Doesn't really work for Zerg, but it would still help* -An action that stops a sound from continuing to play: "Stop all 'sound' for 'player'. *Doesn't stop every sound, stops every playing selected sound of a selected player* -An action that starts a sound for a player: "Play 'WAV file' for 'player' *Directs a sound to a different player then the one performing the actions* -An action that gives upgrades: "Modify level 'Upgrade' for 'Current player' 'Set to' 'quantity'" *Cannot pass the pre-set maxium* -The ablity to build something (not necessarily a building) in an installation: Just use the CREATE UNITS action.. *Think about it, how else do Zerg infest installations and Command Centers* -A Trigger Timeline: Something in the editor that shows all the triggers in the order you put them in. *Basically a lazier way to look at your triggers and proper timing events* -Else Statements: A forth trigger bar that tells what happens if the condition is not met. * Players :Conditions :Actions :Else Actions * *Ever hear of Action Script?* Yeah, I'd be happy then. ![]() ![]() ![]() ![]() ![]() ![]() "Cool story, brah.
It's a shame I really don't agree with a single argument you made." -mikachu93 |
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) and at least 512x512 maps



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