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| SC2 Mapping Highlights | |
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| Topic Started: Oct 6 2008, 10:55 AM (287 Views) | |
| 0chspelar | Oct 6 2008, 10:55 AM Post #1 |
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Grammar Nazi
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I already like mapping and programming, and all the wc3 stuff, but this really gets me excited for sc2. "What type of scripting language is being used? Aspiring map/mod makers would like to know. StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. Well release further information about the world editor as we move forward. Will the StarCraft II Editor be easy or hard to use? Blizzard game editors have always been aimed at empowering the community to create a huge variety of fun game modes and maps. This editor will be no different. The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games. Furthermore, this editor will have many more scripting options available to players, to allow for even more player creativity in their maps beyond that seen in prior RTS titles such as Warcraft III. Will you be able to use custom army colors in the game? (teamliquid.net) In custom maps created through the Map Editor, players will be able to select any color for their factions. In multiplayer games, players will be able to choose between approximately 12-18 colors. Answering questions, we have Brett Wood, our StarCraft II Senior Software Engineer, but better known as our 'Superfly Father of ScumEdit Programmer by Day Ninja by Night.' Will doodad placement values increase? (ie, more than 25) [Brett Wood] We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 25 Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas. [Brett Wood] Any limits on both regions and triggers will be at least in the thousands. Will the new map editor include ALL the triggers in the program unlike Staredit? [Brett Wood] Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that ALL script functionality is also exposed in the Trigger Editor UI. Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes CCMU (cannot create more units). [Brett Wood] I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft III. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release). Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these. [Brett Wood] All units defined in the data files will be usable in the editor. I believe this was true in Warcraft III as well. Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc? [Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable. [Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III. Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units? [Dustin Browder] Yes, all of these features will be supported. Will maps be larger than 256x256? [Brett Wood] The maximum map size will still be 256x256, and we have no plans to increase that. Will the new map editor support locking maps? People hate losing credit for a map. [Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps. Will the new map editor support "square" terrain building as well? [Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like. Artwork and rumors about SCII have shown Terran cities like Augustgrad. Will Starcraft 2 contain building doodads as seen in the original artwork (ie. skysc#@!&rs, homes, etc)? Yes, many of the original iconic doodads will be recreated for StarCraft II. ) How will the map pool for the ladder be handled? Only maps made by Blizzard or will there be opportunities for mapmakers to contribute? If so, how will new maps be selected/balanced and how often are you planning on updating the map pool? [Dustin Browder] The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps. We are always excited to see new maps from the community and when we see new cool maps we will definitely include them in the pool. I have no idea how often this will happen. It really depends on the map makers and our schedule. We also have some really cool plans for mod support for Battle.net for StarCraft II, which we will be rolling out to the community soon. We have all watched with great enthusiasm the impact that mod makers have had upon our previous games, especially Warcraft III, and we really want to continue to support and encourage this community. 1) Will it be possible to code the game so map makers can make maps where people can stop incoming spell/missile? This should be possible through customized ability data and/or triggers. 2) Will we have selectable male/female of every unit? No, we don't have plans to include male and female versions of each unit. 3) Will we have the option to give players the option to change weapons in-game? While we don't have any plans for a specialized interface for this, it would be possible using the highly flexible ability system. 4) Will you guys link multiplayer maps, so mapmakers can make multiplayer campaigns? Yes, we do plan to support multiplayer campaigns and linked maps. 5) Will all buildings stand alone and also can we have the ability to disable tech trees? The tech tree will be fully configurable through customized data and/or triggers. 6) Will research or firing a skill in a certain location be part of the tech tree enabling, for example Stim Packs could be researched to enable a Factory? Yes, the tech tree and upgrade system will be fully configurable from the editor. 7) Will it be possible for AI to be commanded to research a skill, perform an upgrade, build a building at a location, build a unit at a location, retreat from a location? Yes, there will be extensive AI scripting support. 8) Will mapmakers have the ability to set weather that can change the terrain and interrupt gameplay for players? Is this for anywhere or in a specific location? Weather effect technology has not yet been finalized. However, even if weather effects do not affect gameplay normally, it would be possible to drive both the desired weather effects and associated gameplay effects through triggers. 5. Will StarCraft 2 feature new map tile sets and will any from StarCraft be removed? Reiko.Cry (wgtour.com) Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set. 2. Will Starcraft 2's heroes showcase new models for each hero, or will SCII follow in SC:BW's footsteps, leaving heros as normal units with improved stats? (starcraft.org) StarCraft II Heroes will have unique models in game, which will be different than standard units. 9. Will the Map Editor support letters from non-English alphabets (ó, ű, ő, ú, á, é, etc.)? (starcraft2.hu) Yes, these characters will be supported. [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. 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? 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? 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. 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? 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. So far the map editor seems to be a very powerful tool which doesnt constrain the map makers creativity at all. Will it even be possible to edit critical abilities like path finding? If so, there would be really no limits, or at least none we can imagine at this point. Pathfinding, the method in which a unit will determine how to move, is handled by code, and will not be able to be edited within the map editor. Nonetheless, map makers will be able to edit things such as footprints, speed, and the size of units, which will affect the movement rates of units. Concerning resources there is one big issue for mapmakers: There are only two of them. For many UMS-maps you need more different resource-types than gas and minerals, thus mapmakers were forced to use even civilians as a sort of resource. So will mapmakers be able to place their one, gather-able resources on the map such as lumber or gold? Yes, we have recently added support for one additional custom resource type. Additional custom resources types may be implemented in the future, but there are no plans at the moment. Map makers will be able to remove the blur effect that is currently on StarCraft IIs invisible units. " taken from the battle.net SC2 forums Q&A thread |
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| AwaKening | Oct 6 2008, 03:17 PM Post #2 |
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How do ya like me now
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I personally am done mapmaking. Only minor improvements or additions to my current map, but I'll never start a new project again. Way too much time is sunk into them and it takes away from more important things in my life. |
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Women, learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down. | |
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| Leloquist | Mar 25 2009, 12:58 PM Post #3 |
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Junior Member
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I have to agree there |
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5:19 AM Jul 30