Editing from SC1 to SC2, A comment to MA's thread about map editing
Post #1 Queen-Gambit Jan 14 2011, 11:12 pm
Post #2
Cardinal
Jan 14 2011, 11:18 pm
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Not sure if you're asking a question or just making a point. But I have a feeling that with time there will still be a lot of 'out-of-the-box-thinking' being applied to the Galaxy Editor. It's just going to take longer since it is by nature a lot more advanced than both it's predecessors (Staredit and Worldedit). I can't see Blizzard giving in to all the demands that their fanbase (custom map makers) are asking for - and it won't be long until 3rd party tools start appearing which can raise some limitations and/or create new horizons for map making.
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Post #3
Lanthanide
Jan 14 2011, 11:32 pm
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Not that I know anything about WC3 editing, but from what I've gleaned, while it's more powerful than SC, there are also big glaring omissions in things that it can't do, or can't do well. So it's sort of half-arsed.
SC2's editor on the other hand appears to be extremely flexible in most regards (probably 2 cliff levels is the worst limitation). ![]() ![]() ![]() ![]() ![]() ![]() O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt. Azrael.Wrath -- ... |
Post #5
MillenniumArmy
Jan 18 2011, 2:05 am
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It's not that I think one is better than the other in terms of making great maps. The context of what i was saying had to do with different types of creativity/critical thinking. With a complex editor you can implement creative game features never before thought possible - imagination. With a simple editor you have to use creativity in terms of critical thinking - to concoct a concept/ability given limited tools requires intense problem solving skills (debugging).
But yes, like you said, it's more of the fact that I didn't like wc3 to begin with. SC2 I absolutely love ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
UnholyUrine
Jan 18 2011, 5:29 am
Post #7
Jack[RCDF
Jan 18 2011, 6:54 am
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Understanding breeds empathy.
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When it comes to which editor you prefer, it depends on what you want from an editor. When I edit in SC1, I don't use the editor for its power, I use it because I enjoy SC and working within the limitations, and I enjoy the simple problem solving of triggering. When I edit in SC2, it's so much closer to actual game design, but is so limited in comparison that I can't stand the SC2 editor. But I wouldn't say I prefer one to the other; rather, that I prefer proper game editors to SC2's editor, and don't compare SC1's editor to anything.
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Post #8
NudeRaider
Jan 18 2011, 3:30 pm
Post #9
Dem0nS1ayer
Jan 18 2011, 3:33 pm
Post #10
Neki
Jan 26 2011, 9:59 pm
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morals are made up, just like unicorns and rainbows.
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You can't even modify certain aspects of a map in the original StarEdit though, that is more the constraints of the editor than the game engine. It's fun to work in the constraints of the game engine but purposely using an inferior way of modifying it sounds not very fun at all, like writing everything in machine code instead of using a coding program for programming.
At least in machine code, you can still do all you want, but StarEdit doesn't allow you to do stuff that should be easily available or wouldn't otherwise be possible (modifying p9-12+, square terrain, stacking, placing buildings on anywhere, 0x0 locations) ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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.. as you Pee
At least in machine code, you can still do all you want, but StarEdit doesn't allow you to do stuff that should be easily available or wouldn't otherwise be possible (modifying p9-12+, square terrain, stacking, placing buildings on anywhere, 0x0 locations)
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