Staredit Network > Forums > General StarCraft > Topic: About SC Co-op Campaigns
About SC Co-op Campaigns
Feb 9 2017, 8:02 pm
By: Enkidu  

Feb 9 2017, 8:02 pm Enkidu Post #1

Executor

Real quick, how long did it take to tweak the original Starcraft Campaigns into Co-op, multiplayer levels to play in battle.net? what was the process like? Was it a lot of effort or not too difficult?




Feb 9 2017, 8:13 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I wasn't involved in the making, nor did I follow the progress, but having good mapping experience I can imagine how it went.

First you extract the maps from the mpqs. There's tools for that. - the quickest step

Then you open each map and add another human player and alter the map layout and resources to accommodate the change. - not too much work if you have some experience

Then you modify the triggers to play cutscenes and distribute units where applicable. - another step of medium effort and difficulty

Finally comes the hardest and most tedious part: Testing and balancing.

All in all probably a couple of days of work per map, but nothing that requires too much mapping skill.




Feb 10 2017, 10:38 am Pr0nogo Post #3



I made my own co-op maps out of the original campaign (and some fan-made campaigns that I never released publicly). It was never a difficult excursion beyond testing.




Feb 10 2017, 1:20 pm Enkidu Post #4

Executor

Quote from NudeRaider
I wasn't involved in the making, nor did I follow the progress, but having good mapping experience I can imagine how it went.

First you extract the maps from the mpqs. There's tools for that. - the quickest step

Then you open each map and add another human player and alter the map layout and resources to accommodate the change. - not too much work if you have some experience

Then you modify the triggers to play cutscenes and distribute units where applicable. - another step of medium effort and difficulty

Finally comes the hardest and most tedious part: Testing and balancing.

All in all probably a couple of days of work per map, but nothing that requires too much mapping skill.

Wait a minute! "alter the map layout and resources to accommodate the change?" I can see how that goes too. Also, it sounds like you had to also remove every unit and replace them with the new ownership. God, that sounds like a lot of effort... To me, at least.

But all in all, this project probably took a couple months to complete, if it was one, right?




Feb 10 2017, 1:50 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Enkidu
Wait a minute! "alter the map layout and resources to accommodate the change?" I can see how that goes too. Also, it sounds like you had to also remove every unit and replace them with the new ownership. God, that sounds like a lot of effort... To me, at least.

But all in all, this project probably took a couple months to complete, if it was one, right?
Doesn't sound like that to me tbh. Most of the time the player has few starting units and you can easily copy and paste them for another player in bulk. Or just cut the starting units in half, mark them and bulk change the owner property. Done in a couple of clicks. It's more work to rework the terrain to make room for a second base and add an expansion or two for the other player.

How long it actually took is a complete guess, unless you actually know, because there so many factors that have tremendous influence: If you half ass the balancing phase you can save a ton of time. You can either map a few hours a week or many hours a day, you can do it in teamwork or alone, you can either try to be very tedious with the details or just keep the changes to the minumum ...




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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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