I don't 100% agree with either of you...
If custom content was not a hobby, I would've never gotten into it so much so that I'd devote myself to it later on.
Or in other words, custom maps should be a hobby for some, allowing people who just wants to make an entertaining map to do so without going through the horrible design of the Galaxy editor, while it should also be devotion for others, allowing them to really dig deep and customize everything they want for their great map(s).
The idea that putting extra effort in learning a superior tool makes sense. And I'd agree that Galaxy editor is superior (duh...). I'd also agree that my attitude (as well as the attitudes of a handful of people on SEN) aren't the greatest.
But I don't agree that the editor is not designed poorly.
Seriously, it is designed very poorly. Instead of focusing on what's wrong with the editor, because that would take me days to type it all out, and Mesk probably knows more than me, I can tell you what could've been made way better.
First of all, the Data editor for the Units and Abilities should contain a UI separate from the rest of the data editor. These are two major things that newbie mappers will worry about. These UI should cover copying units and abilities into a unit in one window, or in a well designed, tabular window, where it is sufficient enough to mess around with units and abilities without going through actors, models, effects, behaviours, etc. etc. etc.
It's about getting comfortable with the whole thing. You don't start playing a game where you have to start using every ability in order to survive... And neither do good programs require you to use every function for simple things. Like Photoshop, there're tons of options and stuffs to mess around with, but the Wizard's always there for newbies.
All in all, I can say that, on behalf of newbie sc2 mappers everywhere (who have not touched wc3), we do not want to bake our brains just trying to copy the heat seeker ability onto our goliaths.
This is NOT Good design.
And sure, as any "Pros" would say - "Well Brah, that shit is EASY, you just gotta do this and that"... Where have we heard this before?
pretty much in every game...
except it is usually the games which are easy to pick up but hard to master that're popular.
And in the end, it won't help you as a mapper either. Just think of all the missed opportunity that mappers had who were turned away by the faulty editor. Think of all the maps and knowledge that could've accumulated if the Editor user-friendly. I'm sure that tons of people stopped mapping just b/c of the poorly designed editor. And I didn't even
Start on the horrible Battle.net 2 Custom map System, which only serves to further drive away future map makers.
Let me tell you now that SC1 was very different. The editor was simple and user-friendly. The triggers hugely limiting, but guess what? People found ways to work around it through their ingenious and creativity. Everything from Massing games to Doodad States to Hyper Triggers to Bounds, they were all developed within the limitations of the SC1 editor. The SC1 UMS community didn't need customizability to grow. All they needed were a well designed editor, and a well designed battle.net to share and test their maps.
Overtly defending SC2 is just as useless as Attacking SC2.
I'm trying to work the editor as well, but I treat this as a hobby and that's it.
Initially, I drew the line when I couldn't copy and create a unit, which was probably the biggest "new thing" for us sc1 mappers, since we had to make use of whatever units were available to us in SC1.
Now, I've tried harder, and the line has still yet been crossed (tho I think I'm about to break it.. but i'm taking it real slow)
Overall, I can tell you that the experience is not a good one.
Sure, there were some rage periods in SC1 mapping, but never to an extent in which I blame the editor. And maybe that's the biggest difference.
None.