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Magmaniac
05-28-2008, 3:25 PM
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.

--End of Transmission---
http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=1207685&s=new&#new

Ling666
05-28-2008, 3:38 PM
Awesome. W00t as always. I suppose it's going to take me a long time to learn this new editor though, seems a lot different.

Give starcraft.org some credit though, they have lives too ;).

PaiN
05-28-2008, 3:42 PM
One of the major things Id like would be for them to have all these features while keeping it as user-friendly as possible or even have an 'easy-mode' where us people that dont map/mod alot can still make a simple map =p

ForTheSwarm
05-28-2008, 4:47 PM
Mods will now be close to obsolete. Cool.

Faiien
05-28-2008, 6:44 PM
yay for hybrids

Basan
05-28-2008, 9:00 PM
Seems a lot more easy to mod' stuff (abilities, units and buffs) using those game data variables outside the triggers themselves but then again the "Object Editor" in World Editor was quite easy to grasp as it was. :)

Mjolniir
05-28-2008, 9:57 PM
stilldifn't answer whether or not we can combine terrain from diferent tilesets

Galiant
05-28-2008, 10:05 PM
roach-zealot hybrid ftw

ForTheSwarm
05-28-2008, 10:13 PM
stilldifn't answer whether or not we can combine terrain from diferent tilesets

They already said that we can.

Faiien
05-28-2008, 10:54 PM
btw I really love the ability to make a brand new race! This could totally blow up and add a whole other level to sc2. It's a good time to be a mapper!

ChimTheGrim21
05-28-2008, 11:06 PM
I think there will be more than one major custom map for SC II like there was for Warcraft III--> DotA. Its gonna be like SC1 where there was a crapload of popular custom maps.

WhatIsStarcraft
05-29-2008, 9:16 AM
It seems that you can actually make the zerg/protoss hybrid in the map editor. Or a protoss/terran hybrid as well!

You know what they say; Where there's a good map editor, there's a lasting game!

ForTheSwarm
05-29-2008, 5:47 PM
What about a zerg/protoss/terran hybrid? Pure win. Imagine a siege tank with shields and regeneration that can cast dark swarm and psi storm! It's possible already, but this will make it much easier.

WhatIsStarcraft
05-30-2008, 1:35 PM
Hehe, there could be all sorts of combinations, like a Battlecruiser with 8 interceptors, shields of a mothership, and the Swarm Guardians ground attack, with broodlings, of course.

gamer102
06-06-2008, 10:05 PM
OMG wow this is going to be easier for complex triggering with the GUI and implementation of an auto 4th race to be made and be selected in lobby via GUI editor.

Hybrid units, editing values.

THIS IS MOER COMPLEX THEN WARCRAFT WILL EVER BE EVEN WITH TOTAL MODIFICATION!

WOWOWOWOWOWOWOWOWOW....

I'm done.... no wait....wooooooow...ok now im done.

I'll be working on my Protoss Aftershock campaign afterall.

I think there will be more than one major custom map for SC II like there was for Warcraft III--> DotA. Its gonna be like SC1 where there was a crapload of popular custom maps.
Sorry for dp, but I saw this and I had to agree.

Although, I think one of the more known SC modders or mappers will try to create a globally beloved AoS for competition style gaming besides melee. If the trigger system is basically the same structure using an evolved JASS for SC2, War3 mappers will have the final build of the map ready in about 2-4 months.

Faiien
06-07-2008, 1:34 AM
btw I really love the ability to make a brand new race! This could totally blow up and add a whole other level to sc2. It's a good time to be a mapper!
Hey, wth, are you racist? I said the exact same thing 1 post before him and you didnt quote me instead? I'am offended.
Yep, yep, I' am pretty excited myself about the ability to make your own race. I think this is gonna create a whole new generation of mappers for sc2.