Staredit Network > Forums > Portal News > Topic: SC2 Q&A, Batch 39: Mapper Series
SC2 Q&A, Batch 39: Mapper Series
May 29 2008, 3:27 pm
By: Moose  

May 29 2008, 3:27 pm Moose Post #1

We live in a society.

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As development for StarCraft II moves forward, so is the Map Editor for StarCraft II. We have no doubt that there will be countless awesome mods created for StarCraft II, so we want to make sure your Map Editor questions are definitely not left out of the Q&As. Keep the questions pouring in!

Also, in Batch 38, it was mentioned that Sunken and Spore colonies could move and plant off of Creep while also taking damage when not on Creep. To update, Zerg defenses will not be able to plant off of Creep.

Chat with Devs: Batch 39 focuses on the development of StarCraft IIs Map Editor and I got a chance to chat with our Map Editor Designer, Brett Wood. Brett was able to answer quite a few of our community map editors below. Furthermore, he wanted to also add that the StarCraft II Map Editor will improve upon the World Editor from Warcraft III in every way, with several new features such as having all abilities in the game being data driven. Brett Wood elaborates here on what it means for all data in the game to be data driven:


[Brett Wood] Lets say you have a cool idea for an implosion type of ability that will rapidly shrink down a targeting unit, then cause an energy shockwave that damages all nearby units within a certain area. Since there is no standard ability with a shrink-down effect, in Warcraft III youd have to resort to some fancy trigger work to achieve this effect. In StarCraft II, this kind of effect can be set up completely in the data files, and you could make the entire ability without having to use any triggers or scripting at all. Generally speaking, setting up abilities and effects will be easier through data customization than using triggers, although there will definitely be a learning curve there as well.

As always, feel free to give the Dev Team and I a w00t if you are enjoying the Q&As!

---StarCraft II Q&A Batch 39: Map Maker Series---

1) Will the new map editor support placing of traps, doors, and other things commonly referred to as doodads in unorthodox situations? (ie doors, auto guns, wall traps in a jungle map)

Yes, any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.


2) Will the new map editor support extended upgrade values? (ie, 30 upgrades)

Yes, upgrades are arbitrarily extendable, as they were in Warcraft III. In addition, upgrades will now be downgradeable via triggers as well (by using a negative value), which was a very common request in Warcraft III.


3) Will the new editor still support all the other ideas currently implemented in StarEdit?

This question is a bit vague. As far as I know, everything the original StarCraft could do, StarCraft II can do.


4) What additional features will the new editor have?

How much time have you got? Very broadly speaking, the biggest improvements over Warcraft III will be found in the data editor, where literally every game database file is exposed for modification, and in the trigger dditor, which now features the ability to define custom functions and libraries. That said, virtually every aspect of the editor has at least some improvements over Warcraft III/StarCraft.


5) Do you plan to take ideas from third party programs and update the editor frequently to meet the demands of the map making community?

Absolutely. We are very much committed to supporting the map/mod community as much as possible, and well be keeping an eye on the forums and updating the editor as often as we can to incorporate new suggestions.


6) Will be a tool to transfer WC3 models to SC2? (battle.net) -Ragnarok_X

No, there will not be, as StarCraft II is built with a totally new engine.


7) Given that we know the Roach regenerates faster than normal, will players be able to change the regeneration rates for Zerg units? (battle.net) DrakeClawfang

Yes, all regeneration rates can be easily changed.


8) Will players be able to give units Protoss shields or Zerg regeneration that don't normally have them? ie, a regenerating Zealot, a Ghost with shields, etc. (battle.net) DrakeClawfang

Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly.


[added from thread] 9) Is the new StarCraftII map editor able to make our own 4th race by combining 3 races different looking and ability etc. together? even more combining with some new units from the editor? (battle.net) -cS)beta

Yes, custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps, as long as the mod defining the race is loaded.

I'm sure you guys will love that :) I know I'm excited!

--End of Transmission---
Source: Battle.net Forums (Karune)
Thanks: ATG




May 29 2008, 3:47 pm Clokr_ Post #2



Fully customization support... :drool:



?????

May 29 2008, 3:47 pm HailFire Post #3



Oh fuck yes. :sly:

Especially #4 and #9: The seem to be as supportive of modders as the are mappers. :P



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May 29 2008, 3:57 pm FlyingHat Post #4



Quote from HailFire
Especially #4 and #9: The seem to be as supportive of modders as the are mappers. :P
LIEZ! IT CANT BE TRUE!


Everything looks nice and all. Hopefully Blizzard doesn't crap up on this.

Post has been edited 1 time(s), last time on May 29 2008, 4:08 pm by FlyingHat.



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May 29 2008, 5:33 pm KrayZee Post #5



Question Number Nine is pure sexy. Hands down.

Question Number Six utterly raped Defense of the Ancients. :lol:

According to Question Number Four, 'biggest improvements in the trigger dditor'. I hope that isn't a typo.



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May 29 2008, 5:37 pm Falkoner Post #6



Omgosh, this will be awesome, modding seems to be becoming completely useless! I am so going to love this editor..



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May 29 2008, 6:07 pm LoveLess Post #7

Let me show you how to hump without making love.

I still want someone to ask more about text triggering.



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May 29 2008, 6:53 pm Demented Shaman Post #8



The term editing will be an understatement with all of the things you'll have control over and be able to change.



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May 29 2008, 7:07 pm HailFire Post #9



Quote from Falkoner
Omgosh, this will be awesome, modding seems to be becoming completely useless! I am so going to love this editor..

They seem to be trying to merge them into one being; Including all the modding tools you'd ever need with the base package. Pure bliss, IMO.

And even if they don't follow through, we can still crack it open and mod it the old-fashioned way. :P



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May 29 2008, 7:40 pm Paravin. Post #10



Aight' lads. I CAME.



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May 29 2008, 9:10 pm Falkoner Post #11



My main question is, what will be the difference between mods and maps in this one? Because I'm assuming that no longer will modding be a thing that you must all have to play together, I think mods will basically be downloadable like maps, like a built-in SCM Loader. So I'm thinking that we'll have to make some sort of line between modding, and mapping.



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May 29 2008, 9:35 pm LoveLess Post #12

Let me show you how to hump without making love.

Quote from name:devilesk
The term editing will be an understatement with all of the things you'll have control over and be able to change.
Yeah, I wanna be able to do with something like C++ or something. Blizzard's own form of script or something.



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May 29 2008, 9:52 pm Atlos Post #13



Wow... just wow... I'm glad I bought a new computer to fully appreciate the game.



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May 29 2008, 10:15 pm Centreri Post #14

Relatively ancient and inactive

One day, people will ask questions for features that weren't present in WCIII and aren't perfectly guessable.

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I still want someone to ask more about text triggering.
Ask away.

Post has been edited 1 time(s), last time on May 29 2008, 10:20 pm by Centreri.



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May 29 2008, 11:42 pm FatalException Post #15



Will we even need to make custom editors anymore? Doesn't look like there's going to be an SCMDraft 3 needed. But what of health/energy/attack detecting?



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May 29 2008, 11:44 pm Vi3t-X Post #16



If you've ever touched the WorldEditor of War3, you'll notice how everything is customizable. Even the doodads themselves are editable, unit graphics rendered, EVERYTHING.



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May 29 2008, 11:45 pm Falkoner Post #17



FE, remember:

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Quote
Can the SC2 edito-
Yes.




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May 30 2008, 1:22 am Centreri Post #18

Relatively ancient and inactive

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But what of health/energy/attack detecting
Attack detecting was a problem in WCIII, but I seem to recall Blizzard acknowledging it. It will probably be included, along with damage done detection.



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May 30 2008, 3:59 am Riney Post #19

Thigh high affectionado

TRigger based upgrades, including subtraction. Zomg RPG's will be so easy to make. I wonder if they'll have some sort of built in ammo system ;o



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-- Updated as of December 2021 --

May 30 2008, 6:50 am BlueFalcon Post #20



Use the upgrades + or - to do random damage... I have a feeling that it won't be WCIII ish based weapon damages... maybe it will be though... that's all modifiable in wc3... via triggers as well.



None.

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