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Expectations for the Starcraft II Map Editing, What features do you expect to be in the SC II Map Editor

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Creator: Septhiroth
Time: Aug 31 2007, 9:10 pm

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

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

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Quote from FelagundI 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.
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And fallopian tubes!
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Post #43     XGhozt Sep 21 2007, 10:13 am

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

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If you need a sound editor http://goldwave.com/ that sound editor rocks!
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Post #45     Money Sep 25 2007, 8:04 pm

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

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

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Quote from joerayI 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 =\
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Post #48     blacklight28 Oct 9 2007, 4:58 am

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LESS RAMP LIMITATIONS! BACKWARDS RAMPS, AND SIDEWAYS RAMPS!
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Post #49     Screwed Oct 9 2007, 9:14 am

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Locations with customisable shapes =] Oh, and triggers that are able to fire instantly and simulaneously... wait blocks good bye!
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Post #50     Joshgt2 Oct 9 2007, 2:11 pm

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So much for this...
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Quote from ScrewedLocations 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
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Post #51     AntiSleep Oct 9 2007, 4:34 pm

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Quote from ScrewedLocations 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.
I do not respect your beliefs, and I implore you not to respect mine. To ask respect of beliefs held without evidence, is to burn the books of progress and hope.

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

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

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So much for this...
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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
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Post #54     [Vi3t-X]:] Oct 10 2007, 6:53 pm

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I paid 264 minerals for THIS?
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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
() )) (CRAYOLA) )) >
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Post #55     blacklight28 Oct 11 2007, 10:26 pm

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Warcraft IIIs editor has like infinite height. It'll go up like 10 stories. LOL! :lol:
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Post #56     elysium.kliu Oct 17 2007, 6:55 am

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

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I would like a flashy calculator with square root.
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Post #58     AntiSleep Oct 22 2007, 2:56 pm

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Quote from elysium.kliuI 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.
I do not respect your beliefs, and I implore you not to respect mine. To ask respect of beliefs held without evidence, is to burn the books of progress and hope.

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

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

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The real one.
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Quote from A bunch of peopleMap 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.
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