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View Full Version : What do you want from StarEdit v2?


AJ
03-08-2008, 3:18 AM
I'm looking for specific, well thought-out ideas and requests for the new editor.
Any unique or well proposed ideas will be forwarded directly to Blizzard.

So what are you looking for from it? Remember, the WC3 dev team is designing it and it'll obviously be based-on (but more powerful) than the War3 development / modding tools.

Basan
03-08-2008, 3:52 AM
I really enjoyed the capabilities of the WC3-TFT editor (speaking for both modding and mapping skills) but the only point that I felt that it lacked something was in the triggering department. I have always felt it to be quite hard to successfully pull it off as easily as StarEdit was in that area. The WorldEdit (aka WC3-TFT editor) triggering wasn't as intuitive and easy to concoct around with as the SC-BW was and imo due to that simple item it always fell behind in mapping adherence.

Galiant
03-08-2008, 4:09 AM
I want the SC2 Editor to have the same interface as the old SC editor but with some added things like: Gridless Location, More Trigerring, Modding Capabilities and can upload mp3 format. <--- Lol?

Thedutchjelle
03-08-2008, 11:27 AM
An easy to use GUI. If it's to complicated to use the program, no one will really like it. If the new editor is indeed going to have tons of more features, no one is going to be happy if those things are hard to find / weird in menus etc. I hope you get what I mean.
Also, somesort of Help documentation is vital, so that newbie mappers don't have to beg for answers on how to do something on the Internet, but can just read it up themselves.

And ofcourse the ability to change as much as possible, to give the mapmaker maximum freedom.

If you're going to allow people to include .mp3 sounds as Galiant suggested, you might also want to include other soundformats, like .ogg and .wav. It would be cool if people can make their own background music in their maps instead of having to use the looping standard background music of SC itself. Even better would be if you could change the background music with triggers, so you can have tense,scary music when your marine is walking through a dark valley, and action-ish music when 200 zerglings swarm your zealot.

gamer102
03-08-2008, 4:16 PM
I would like them to implement a function finder, becuase when it came to custom maps, there was alot of custom code to look through.

If Blizzard could somehow get a little bit of intellisense for JASS coding, I'd be fine with that.

You know, AJ, you should probably ask a similar question down in the Warcraft Town Hall, you will most likely get a better description of what mappers liked, hated, and wished to improve.

Twitch6000
03-11-2008, 12:20 PM
I want the SC2 Editor to have the same interface as the old SC editor but with some added things like: Gridless Location, More Trigerring, Modding Capabilities and can upload mp3 format. <--- Lol?
Scm Draft 2 has gridless locations <.<.
Anyways I guess asking them to allow .mp3 sounds in the map couldn't hurt :(.Also like before patch 1.12 we have the ability to change weapons ingame and such.With just a few triggers and such.This time withut the need of EUD's though.Also make sure if there is any limit at all make it very hard to break for fuck sakes lol.Finally, like said before make it easy like the staredit triggering but also have it hard.I know there is suspose to be a c based trigger editor so that is good to know.So that shoiuld mean the normal editor should be along the lines but,more adavnced then scm draft 2's triggers.

Hydralisk1337
03-11-2008, 12:33 PM
...can upload mp3 format. <--- Lol?

Get iTunes. You'll be able to convert .mp3 to .Wav. There's also a software program for SC supporting .mp3, but I forgot THAT.

Anyways, I don't need anything specific, as long as stormcast comes with a SCMDraft for SC2, then I'll be happy.

Polkaman
03-12-2008, 5:32 PM
A 'Wait' condition in the triggers. like

Player brings at least 1 Taco to taco place
wait 5 secs
Player (Still) brings at least 1 Taco to taco place

and

Have folder s for units, like drag units into a folder and use the folder for a trigger. like

player brings at least 1 (Folder Name)'s units to location
That way, less triggers.

Tell me if u dont understand =P

DoctorZettabyte
03-12-2008, 5:42 PM
Yeah, I'm not getting something here. How the hell could you have missed the "WAIT" command in StarEdit, the default SC1 editor? It's right there in the actions part of the editor. Doy.

http://up.kupatrix.com/p/426/No2.png?no_history

-DocTera

deadkat
03-12-2008, 6:06 PM
A 'Wait' condition in the triggers.

Yeah, I'm not getting something here. How the hell could you have missed the "WAIT" command in StarEdit, the default SC1 editor? It's right there in the actions part of the editor. Doy.

How the hell could you have missed bold lettering?

I would like a "Test" feature to test certain triggers, especially with wait-then-create triggers to see if wait times are satisfactory.

DoctorZettabyte
03-12-2008, 6:39 PM
How the hell could you have missed bold lettering?

Buncha crap. I'm not thinking straight today. Fail.

I'd like to see some more engine-interfacing between the editor and the game, like a way to create new units with different spells and stats than another of the same unit.

Triggers that would execute only on battle.net would be interesting, though.

-DocTera

Protogod
03-13-2008, 2:22 PM
I'd like a simple-ish interface like staredit and scmdraft have.

I really dislike the WC3's string editor style, and it's generally agreed to have a ridiculously steep learning curve, despite its awesome power.

I just want to keep something like SC's original style, plus extra stuff, rather than complicate everything.

Polkaman
04-01-2008, 5:07 PM
Like Current Player, but Current Uni

For Example:
Current Player brings at least 1 Current Unit to MOO PALACE

Create 1 Current Unit At MOO PALACE to Current Player

Amake
04-08-2008, 9:22 AM
I'd like a simple-ish interface like staredit and scmdraft have.

I really dislike the WC3's string editor style, and it's generally agreed to have a ridiculously steep learning curve, despite its awesome power.

I just want to keep something like SC's original style, plus extra stuff, rather than complicate everything.
I second this with both hands.

Jaxander
04-08-2008, 9:46 AM
First of all, welcome to Amake! Glad to see you on Warboards!

Secondably, and I'm sure it's already in, as it was with Warcraft III, but a built in program that allows you to create your own units and use another unit's model, and then create custom buttons to add onto that unit. For instance, create a second Marine unit, name it something like 'Ranger', have it made from the barracks, and give it the optical flare ability in place of stim packs.

Again, I'm sure this is already available, but it would make RPG maps (my specialty) *much* easier!

ForTheSwarm
04-08-2008, 2:40 PM
Inverted ramps and high bridges. If you don't know what I mean by that, here's a handy diagram.
x is high land
g is ground
- is bridge

xxxxx------xxxxxx
xxxxx xxxxxx
ggggggggggggggg

Kankuro4800
04-15-2008, 6:55 PM
I just want it to be user friendly. The SC1 editor was good because everything was laid out in an easy-to-find fashion. I don't care how strong the editor is if I can't find a thing I'm looking for...

Anoiktos
04-15-2008, 7:10 PM
Huh. I had the opposite problem; I could find whatever I wanted in the War3edit interface, but Staredit tended to name things in ridiculous ways or just plain lie to me about what a given trigger was supposed to do.

I quite like the addition of JASS, but agree with you guys that the learning curve is a bit steep for those not already familiar with similar programming languages.

I would recommend a dual system: Both the simplicity and ease of use of StarCraft's Map Editor, and the power of JASS open to those who choose to use it, as well as a converter between the two (like most new HTML editors) so that you can easily make new maps as a beginner, then more easily learn to modify them as you go along.

Dem0nS1ayer
04-23-2008, 8:01 PM
A 'Wait' condition in the triggers. like

Player brings at least 1 Taco to taco place
wait 5 secs
Player (Still) brings at least 1 Taco to taco place

and

Have folder s for units, like drag units into a folder and use the folder for a trigger. like

player brings at least 1 (Folder Name)'s units to location
That way, less triggers.

Tell me if u dont understand =P

I'm pretty sure that if you set a switch in another trigger, then make a condition saying "Switch 1 is set, elapsed time is at least 10 game seconds", it'll be the same thing as a wait condition....I think...

Thedutchjelle
04-24-2008, 5:19 AM
Inverted ramps and high bridges. If you don't know what I mean by that, here's a handy diagram.
x is high land
g is ground
- is bridge

xxxxx------xxxxxx
xxxxx xxxxxx
ggggggggggggggg

Although this can be cool, it can be a total pain to select units under the bridge.

Aqo
04-24-2008, 10:57 AM
Since the game is going to be 3D, you're going to have all directions of everything...

DarkMirror
04-24-2008, 12:49 PM
Indeed. Bridges from raised terrain are a must. As are "Caves".

gamer102
04-30-2008, 10:37 PM
OOOOHH

High ground bridges to low ground.

H = High, L = Low, W = Water

HBWWWWWWL
HWRWWWWWL
HWWIWWWWL
HWWWDWWWL
HWWWWGWWL
HWWWWWEL

DarkMirror
05-01-2008, 6:35 AM
Nice, I hadnt thought of that type of thing before.

Jaxander
05-01-2008, 11:32 AM
More aesthetics that bring life into the environment, such as:

Waterfalls.
Cityscapes (Although I understand that diverse urban environments are available).
High Ground Bridges would be very nice.
Architechtural Archways would be cool too, again, simply for aesthetics.
On the hole land-bridge theme, why not a raised highway? Enhances the whole urban feel.
Civilian vehicles for Terran and Protoss. How do the non-militants get around?

Just a few ideas, and I know that having these opened up on the editer pallette would be a huge boon for me, as well practically every other, RPG mapper out there.

Basan
05-04-2008, 4:53 PM
I sure would want to be able to make a few small tunnel like passages from one side to another of a cliff/mountain. That would look spiffy for a few hidden 'Toss/Xel'Naga outposts (probably allied with some nifty camera zooming). :)

FrankZ
06-06-2008, 7:45 PM
I think it's a cool idea for SEdit2 to have WarCraft-like cinematic building system, better if its improved. Like having the ability to manipulate the joints and bones of the character to form lingual gestures when speaking or so, just to be able to make a real movie-like cinematic.

It would also be cool for Blizzard to make a text-to-speech engine for the SEdit2, so that we won't have to record our voices each time we want to make a good intro. Just type the text, then Microsoft Sam will read it for you.

~Fz

DarkMirror
06-06-2008, 8:22 PM
Lol... I dont want to have some robotic voice reading off lines. I can deal with just having text.

FrankZ
06-06-2008, 8:37 PM
Lol, no. Actually a new voice synthesizer has been developed that actually has accents. I'll google for it and post the link here soon.

~Fz

NoobOfLore
06-25-2008, 11:43 PM
I'm hoping there will be some kind of "underground" functionality. it allows you to make your own bridges!. One problem, would a unit walking over a bridge be able to shoot a unit directly under it? And maybe there will be some Doodad bridges to be destroyed.

gamer102
07-01-2008, 4:03 AM
I'm hoping there will be some kind of "underground" functionality. it allows you to make your own bridges!. One problem, would a unit walking over a bridge be able to shoot a unit directly under it? And maybe there will be some Doodad bridges to be destroyed.


Yeah, what sucked is that with bridges is WC, you can't go under them.

NoobOfLore
07-02-2008, 1:53 AM
Well...BLIZZARD, maybe you should heed us and LET US GO UNDERGROUND!!!

neobowman
07-06-2008, 8:53 PM
That's a stupid idea. They should allow us to use auto-win cheats on Battle.net.
More seriously, I always found a problem with the current mapping because I couldn't have damm high bridges. Or swimming Zerglings. WHY NO SWIMMING ZERGLINGS?
Ok, maybe that wasn't serious. But really, I want the high bridges and units that can walk under them. So what if you can't see? It could be used as an interesting tactic. Or maybe you can just have the outline of the unit showing through like AoE2.

NoobOfLore
07-07-2008, 12:08 AM
If you could possibly have bridges that go from high to high, over low.
Perhaps even make some flying walls*...Keep flying units from going everywhere.


*+2 +2 for each mana you use to put it into play! :P

Basan
07-07-2008, 3:17 AM
If you could possibly have bridges that go from high to high, over low.
Perhaps even make some flying walls*...Keep flying units from going everywhere.

I agree with the bridges concept. It'd become most useful to make Terran/'Toss cities, for instance. :)

As for the flying walls bit, WC3-TFT already had that option amidst its mapping editor and I trust that it'll be ported over to SC2. ;)

ozental
07-14-2008, 6:47 AM
I think the idea of a dual system is good but I'm sure that means a lot more work to develop and work through.

FrankZ
07-14-2008, 8:16 AM
I agree with the bridges concept. It'd become most useful to make Terran/'Toss cities, for instance. :)

Seconded. Having high bridges could be a whole new strategic technique, like a super-secret gang-bang when an idiot unit crosses the troll Zergling bridge. :D

~Fz

SilverCrusader
07-14-2008, 9:58 AM
Whilst bridges would add UMS depth, hiding units under a bridge in melee would be a rather stupid idea:
1. You can't see units on the ground you're attacking w/o having a unit up there yourself.
2. StarCraft 2's attacks are dynamic. Meaning you can't fire from under the bridge, it would only hit the bridge. You would have to move out into the open, and get slaughtered by the low to high ground difference.

Protogod
07-14-2008, 12:12 PM
Seconded. Having high bridges could be a whole new strategic technique, like a super-secret gang-bang when an idiot unit crosses the troll Zergling bridge. :D

~Fz

Whilst bridges would add UMS depth, hiding units under a bridge in melee would be a rather stupid idea:
1. You can't see units on the ground you're attacking w/o having a unit up there yourself.
2. StarCraft 2's attacks are dynamic. Meaning you can't fire from under the bridge, it would only hit the bridge. You would have to move out into the open, and get slaughtered by the low to high ground difference.


Good Call, Akar. Bridges are like no one thing we've seen in sc1. If they were to be included, we'd have to experience them for ourselves to really understand the implications for gameplay.

Anoiktos
07-14-2008, 2:25 PM
With a fully 3D engine, I think bridges would be an excellent addition, if only for the feel of the thing, though they would also make excellent strategic points (as bridges have in warfare everywhere) for control of an area or maneuverability.

I would like to see the following features. Not all of them are purely RTS-based, but all of them I feel would add to the number of options and potential professionalism of mods:
1. Simpler, more user-friendly interface
2. More intuitive palette switches / customization (say, a 'custom palette', where you can drag options (doodad X, color Y, texture Z), lock them in place, and then use that as a palette)
3. Simpler, more user-friendly triggers with customizable 'favorites' and/or folders and a 'most frequently used' list (so that it's easier to find the triggers you want, when you want them)
4. An (optional) comeback for JASS, more powerful than before
5. Built-in model editors for units, doodads, terrain, and animations (either simple dimension pull-strings/recoloring interface or something like Spore's creature creator / Poser (http://my.smithmicro.com/win/poser/index.html) - with mobile attachment points for items, glowies, etc)
6. Built-in sound recording, preferably something like the text-to-speech program mentioned earlier as well
7. Speech menus / dialogue options for ingame cinematics (and perhaps a conversation editor, like NWN's, but easier to use)
8. Map size optimizing code, compression code for custom sounds/models/etc to reduce load time and map download time.

Sento
07-16-2008, 4:11 AM
it would be nice if maps from the original SC and SC:BW were forward-compatible to SC 2 and it's campaign editor.

also, a built-in program for making sprites and textures could be useful for more advanced campaign making

DarkMirror
07-16-2008, 11:15 AM
it would be nice if maps from the original SC and SC:BW were forward-compatible to SC 2 and it's campaign editor.

also, a built-in program for making sprites and textures could be useful for more advanced campaign making
...and there was a whole thread basically about why that will never happen.

Protogod
07-16-2008, 3:10 PM
it would be nice if maps from the original SC and SC:BW were forward-compatible to SC 2 and it's campaign editor.

...and there was a whole thread basically about why that will never happen.

This one. (http://www.warboards.org/showthread.php?t=36231)

Specifically, these quotes:

http://www.warboards.org/showpost.php?p=615228&postcount=4

http://www.warboards.org/showpost.php?p=616353&postcount=8

Sento
07-19-2008, 4:10 AM
right.. didn't know that. sry