None.
Hopefully all the features in StarForge2 are in this.
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Vrael
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Wormer

Clokr_
) make an extension of the C language with additional function-level constructs to specify triggers, like: "trigger T { owners: <players list> conditions: <conditions list> actions: <actions list> }" (this reminds me of "class A { public: ... protected: ... private: ... }" ). You then can have two kinds of new objects (conditions and actions) with definition syntax like "condition <identifier> <formal parameters> <definition body>" and "action <identifier> <formal parameters> <definition body>". I believe that is really almost all you need to add to C language. Then you probably need to write some kind of standart library with types definitions, common conditions and actions definitions, unit definitions and such. Writing a C compiler probably is not a very difficult task (but still). Moreover you don't need to generate machine code. But this is only a language part. Then you need to write a good Integrated Development Environment for your language, with syntax highlighting handy UI and such and such, which is probably even harder than writing a C compiler itself.


Norm
Clokr_
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Symmetry -- https://www.youtube.com/watch?v=OgLecsPyObI doesn't even look like a starcraft map at all
Symmetry -- I was looking at some maps for reference and the stuff that gets put out is insane
Symmetry