Quote from name:razorsnail
Those features you cited are hardly the ones people make use of when using SCMD2 and if you know what you're doing it's not that easy to make the map incompatible. In fact, many of the really "extended" features any experienced mapper knows to save until the end when they're polishing the map, such as sprite placement.[...]There are so many things that SCMD2 can do that StarEdit can't in every aspect of map making, which are actually used on a regular basis by mappers, that it would be a complete waste of time going back and forth between the editors. The reality is that you won't corrupt your map if you have some idea of what you're doing and aren't using any other editor.
If you're experienced and know what you're doing, sure, you'll know how not to corrupt your map, but Crackhead began the topic because he's "just starting". PLUS, with patches you NEVER KNOW. Blizzard is not going to care about keeping third-party editors compatible when they release new patches.
Even for a complete noob it's not hard to use the editor. If you're at least familiar with StarEdit, that's all the knowledge you'll need, and those things done in StarEdit are the only thing's you'll need to use. Just because SCMD2 has features, doesn't mean you need to use them. And as I said before, almost all of the features won't get your map corrupted.
Also, about map sizes, when you create a map it specifically says under where you input the width and length
Standard Sizes are 64, 96, 128, 192 and 256. Other sizes may cause errors on Starcraft and Staredit.
Reading goes a long way to avoiding corruption and becoming familiar with the editor.
Some advice to a beginner, if you don't know what it does or what they are, don't use it, ie. sprites.
And as for patches. They won't affect the editor. Blizzard isn't going to change the chk or anything having to do with how a map intrinsically works. Staying away from SCMD2 just because of a patch is more ridiculous than fearing corruption. Blizzard isn't going to release a patch anytime soon, and it's certainly not going to affect map editors.
Quote from name:razorsnail
When one is just beginning the map all you really are dealing with is placing units, making locations, creating triggers, renaming things, and setting the things common to all editors. The only difference is that SCMD2 has an enormous amount of features that makes all those things easier, which do not add to possible corruption. For example, snapping units to a grid. In the end you're just placing units, but the grid helps you align them, there's no corruption there.
The list of things features that SCMD2 has over StarEdit would fill up a page.
It's always a good idea to learn the basic tools before you start using more advanced or diverse options. If you learn a programming language, you begin with more basic functions, learn how to use those well and combine them, and work your way up. If you learn a martial art, you begin with basic moves, learn how to use them well and combine them, then eventually learn more advanced moves. If you can't handle a basic move, you can't handle an advanced move. If you can learn to make a map without the flash of extended terrain and unused units, or without any other helps that SCMD2 has, then you'll be that much better than the mapper who CAN'T make an interesting map without all the extended flash. If you have a good handle on the basic tools first, you'll eventually be a much better mapper.
I'm not saying you can't start out using SCMD2, but I am saying that if you can't make a good, fun map without using SCMD2, it might be to your advantage to learn the basics. Unless, of course, the only maps you care to make are ones whose very core depends on having extended features.
The basics can be learned in SCMD2. It's even a basic editor on it's own. It navigates pretty much like StarEdit, and the classic trigger editor is practically the same.
I solely use SCMD2, and I rarely use sprites. That's probably one of the least commonly used features that SCMD2 has that StarEdit has. As I pointed out before, there are many more little things that just make SCMD2 a more efficient and professional tool to work with. The example I used before is snapping grids to a unit. There's no reason to deny someone the option to place a unit on a grid and tell them to use StarEdit and say "Oh master placing units without a grid first" as if it took skill to place units to a grid.
In fact, many of the features such as grids in SCMD2 should have been included in StarEdit to begin with, even if StarEdit is meant to just be a completely basic editor.
Another thing is terrain. Square terrain by itself isn't even an "advanced" thing. It's only "advanced" if you've been using StarEdit all of your life. By itself it's not even a hard concept to understand or master. There's no reason not to just throw it in and let a beginner work with it. Then comes extended terrain, which doesn't even require any skill to use, the only skill is in the blending, but it's the same way triggering works. You can do the basics with triggers as you can with square terrain.
Many of these things are no longer just "flashy" and extra, they're expected, commonplace, and help make mapping easier and efficient. The features in SCMD2 aren't just features that you see in the game, they're features that you wouldn't even know have been used. A map made in StarEdit and a map made in SCMD2 could look exactly the same, but the one made in SCMD2 could have taken much less time because of the more powerful editor. There's no point in completely a task in an archaic manner.
The idea to start out with basic tools is weak when all the editors are actually basic. StarEdit is just unnecessarily basic. SCMD2 isn't like going from VB to C where the GUI gets chucked out the window. You're still doing the same basic things and have the access to the same basic tools in SCMD2 as you do in StarEdit.
Quote from name:razorsnail
There's no reason to encourage people to switch between StarEdit and SCMD2 because of a fear of corruption that would never happen. On the off chance that one encountered a corruption it could easily be solved with just a few simple backups now and then which even SCMD2 already does for you. But that's not even the main reason or the most common reason to make backups, as you'll probably already be making them just through the process of mapmaking.
As long as you have Starcraft, you have StarEdit. But SF and SCMD2 are third-party editors. Maybe one day you won't be able to get hold of them. This has happened with well-loved and well-used programs I've used in the past (not just for SC). That's why it can be useful (if you can) to get your map core down in StarEdit before making addons that may render it openable only in an editor that may eventually become lost in the ether. That way you'll be able to salvage a lot more from it if you need to. Especially with SC2 coming out, more and more people will be focusing on that...
If you're away from your computer and don't have access to Starcraft you could still work on your map by downloading SCMD2. SCMD2 will always be just as accessible as StarEdit and it's more portable as well. There's no point in restricting your use of editor and severely downgrading just because of the fear that later on in the future the editor won't be available.
Regardless, your map will still open in StarEdit. If you placed anything illegal they will just be deleted and not show up. You can still avoid doing things like that anyway when you're working in SCMD2. Working on a map in SCMD2 doesn't make it incompatible all of a sudden and unopenable in StarEdit.
SC2 isn't going to automatically delete SCMD2. If you have the editor now, you will continue to have it.
All of your arguments are based on hypothetical situations that won't ever occur.
Quote from name:razorsnail
Again, I'm not saying you shouldn't use SCMD2 for everything, especially if you have special map ideas that can only be done using extended editors. I have these ideas too, of course. But it can be a great idea to make it compatible with the basic, Blizzard-designed editor first. And Starcraft is a fun game. The fun comes largely from the gameplay. A map does not need extended features to be fun.
The map itself doesn't need extra features, but it can be produced with extra features. In doing so you have a more enjoyable time in the creation of the map. I probably wouldn't even bother making maps, other than something extremely simple, if SCMD2 wasn't available anymore. Once you know all the time saving and powerful things you can do in a better editor there's no reason to go back, and it's not right to deprive others of all of those things either.
The road to compatibility can be achieved solely by using SCMD2 as well, because SCMD2 can do
everything StarEdit can do. If you never want to do anything more than what StarEdit allows, SCMD2 allows you to do that. It's no excuse to stick to StarEdit. Placing a unit to a grid doesn't make it incompatible. Many of the features have nothing to do with the map itself, it's completely just in the editor and its interface. The map doesn't care how you get the units on there or the terrain placed, but the user certainly should if it saves them time and allows them to be more precise.
Just because Blizzard made the editor doesn't make it any good. In fact, it's complete
shit. It's only good for making the simplest of campaign maps where the objective is to just kill the enemy and nothing more. Maps where you just make terrain, place units, and add two triggers. It was made with that in mind along with being so simple that an idiot could use it. If you want to actually make real maps, the ones the majority of people enjoy, then you're going to need to use a better editor.
It may be hard to corrupt a map in Staredit, but that's only because it's basic beyond the use of any mapmaker who wants to make a decent and playable map and get any enjoyment out of making it. I can guarantee that you'll never get into a horrific accident or get some terrible virus if I lock you up in a bubble and keep you there, but no one would want to do that. Staredit is the same as that restricting bubble, it doesn't let you do anything.
Even so, you can still corrupt a map in Staredit. You can get that "too many nooks and crannies error".
And Starcraft is a fun game. The fun comes largely from the gameplay. A map does not need extended features to be fun.
Mapmakers make maps because the process itself is fun, or the end result of playing the map is fun. As for the process, it's not fun when you have to do waste a large amount of time doing tedious things because of a crappy editor, when SCMD2 can do it in a second. Many of the features of the editor allow you to do the basic things more easily and faster, therefore making the process of making maps more enjoyable. As for gameplay, a map does not need extended features to be fun, but using SCMD2 does not force you to use "extended" features that are visible in the map or it's gameplay.
Post has been edited 2 time(s), last time on Apr 29 2008, 6:52 am by devilesk.
None.