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
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Sep 15 2007, 11:57 pm Syphon Post #41



  • Map Size from 64 x 64 to 512x512 natively supported
  • Random terrain generation algorithms
  • Terrain interaction through triggers
  • Variable manipulation
  • At least 8192 strings
  • Native custom colour support
  • Unit importer
  • Tech tree modification built in (Grafter)
  • Custom spell scripter
  • Custom AI interpreter
  • Text detection abilities
  • Custom player colours




None.

Sep 16 2007, 3:35 am dumbducky Post #42



Quote from Felagund
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
Sounds a little over the top to me. That's practically an entire sound editor.



tits

Sep 21 2007, 10:13 am XGhozt Post #43



I just hope they don't change the code too much. I'm not looking forward to having to relearn it all.



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Sep 21 2007, 10:14 pm MasterJohnny Post #44



If you need a sound editor http://goldwave.com/ that sound editor rocks!



Philosophy deals with unanswered questions. Religion deals with unquestioned answers. I am a Mathematician

Sep 25 2007, 8:04 pm Money Post #45



I second it, gold wave is good. I used it to play some songs backwards. (Stairway to heaven, supposed to be devil worshipping. Revolution 9, supposed to say Paul is dead.)



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Oct 7 2007, 3:19 pm joeray Post #46



I think it would be cool if they had some kind of Live Map Preview that way you don't have to launch the game and everything just to test it.. you would just be able to click a button on the editor and you'd be a mini game mode. Another thing might be to have a some sort of trigger debugger that detects misuse of triggers



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Oct 9 2007, 4:05 am Screwed Post #47



Quote from joeray
I think it would be cool if they had some kind of Live Map Preview that way you don't have to launch the game and everything just to test it.. you would just be able to click a button on the editor and you'd be a mini game mode. Another thing might be to have a some sort of trigger debugger that detects misuse of triggers

The live map thing.. maybe a button in the editor that launches sc2 and runs the map? And something like a key to pause or stop it (and return to the editor)?

Oh the trigger debugger seems impossible though... unless they know your intended effects of your triggers there's no way they can tell whether those triggers are 'misused' or not =\



None.

Oct 9 2007, 4:58 am blacklight28 Post #48



LESS RAMP LIMITATIONS! BACKWARDS RAMPS, AND SIDEWAYS RAMPS!



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Oct 9 2007, 9:14 am Screwed Post #49



Locations with customisable shapes =] Oh, and triggers that are able to fire instantly and simulaneously... wait blocks good bye!



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Oct 9 2007, 2:11 pm Joshgt2 Post #50



Quote from Screwed
Locations with customisable shapes =] Oh, and triggers that are able to fire instantly and simulaneously... wait blocks good bye!
I like the idea of no wait blocks the most I think, :D

These might all have been said but here goes mine!
  • Custom Hero creation and customization
  • Change special abilites of any unit to costomize the map
  • More terrain doodads and features, such as waterfalls and 3D animations of doodads
  • Viewing the unit deaths when you delete them (always loved doing that in SCMDraft




None.

Oct 9 2007, 4:34 pm AntiSleep Post #51



Quote from Screwed
Locations with customisable shapes =] Oh, and triggers that are able to fire instantly and simulaneously... wait blocks good bye!
If you can't fix wait blocks, I have no idea how multi threaded triggers would be of use to you, errors in those would be much harder to troubleshoot.



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Oct 10 2007, 3:01 pm MadZombie Post #52



how about infinite floors? like it can go from ground terrain to elevated terrain and then anothe rlevated terrain etc. like a pyramid or something? :D



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Oct 10 2007, 4:12 pm Joshgt2 Post #53



Infinite floor might be too much... Maybe a 2nd or 3rd floor up and down but I think 'infinite' would be a little too many for units like the Reaper or the Collosus to walk/jump over... lol



None.

Oct 10 2007, 6:53 pm Vi3t-X Post #54



Advanced, more Varried tilesets


EG:

Starcraft, we had to mod them, even after that all we could get was creep in instalation

Warcraft had only 12 "TERRAIN BITS" and many prime tiles were unavailable (to the stupid people atleast)


Starcraft 2 should have:

ATLEAST 18 TERRAIN BITS
MORE VARRIATIONS OF TERRAIN
and some other customizable crap



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Oct 11 2007, 10:26 pm blacklight28 Post #55



Warcraft IIIs editor has like infinite height. It'll go up like 10 stories. LOL! :lol:



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Oct 17 2007, 6:55 am elysium.kliu Post #56



I would want the grid system actually implemented in triggers and stuff

ex.
Player brings unit to (234, 11)
Issue unit move to (123, 456)
Move location to (12, 12)



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Oct 21 2007, 3:29 am GuN_Solar90 Post #57



I would like a flashy calculator with square root.



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Oct 22 2007, 2:56 pm AntiSleep Post #58



Quote from elysium.kliu
I would want the grid system actually implemented in triggers and stuff

ex.
Player brings unit to (234, 11)
Issue unit move to (123, 456)
Move location to (12, 12)
you would need more than just a coordinate for it to work as a bring condition, I would be more concerned about basic trig, and detection of a specific unit id.



None.

Oct 22 2007, 3:51 pm BeDazed Post #59



text detection.
account detection.
Mouse movement detection.
Preset Triggs.
arrow key detection.
Map Zoom and Zoom out.
Fully controllable 3D view.
Edit-able Sprites.
Specific Unit Speed/Unit AttackSpeed/Unit Damage Editting



None.

Oct 24 2007, 4:05 am Rantent Post #60



Quote from A bunch of people
Map size: 512x512
Measured in... tiles?

Expect:
I want to be able to construct complex functions, and have a file system for organizing triggers.
Terrain that has not absolute height, but only relative to the terrain around it. (The big BIG castle)
Auto-completion (like starforge)
Copy-paste everything!
Ability to compress maps.
Extended unit deaths or other exploit...

Hope for:
Sprite placement.
Listening to what I say and doing it for me.



None.

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