Staredit Network > Forums > SC2 General Discussion > Topic: Expectations for the Starcraft II Map Editing
Expectations for the Starcraft II Map Editing
Aug 31 2007, 9:10 pm
By: Septhiroth
Pages: 1 2 35 >
 

Aug 31 2007, 9:10 pm Septhiroth Post #1



SEN is what represents Map editing (Other than Modding)
and as members of SEN what do you expect for the SC II Campaign Editor to include?

--------------------------
My Expectations
--------------------------
- A simple and easy trigger system (unlike wc3)
- Physic Mechanic Modification (change speed of missles and such)
- Special Abilites Modification
- Advance Terrain Tools
- Extensive selection of doodads
- ALL of the old units from SCI that can be used in units in SC II for map editing
- Create your own units (Similiar to Wc3)
- Randomly Generating Map
- Sound Editor !
- A Variety of AI Scripts
- A Varitey of Triggers
- Property Adjusments ( Adjusting units to have other properties such as sprites)
- Mission Brief Modification ( Modifying the new mission breif system)
- Special Effects Modification
- 1-4 Timers
- 100, 000, 000 Strings (more realistic - 4500 Strings)

Post has been edited 2 time(s), last time on Aug 31 2007, 9:12 pm by Septhiroth.



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Aug 31 2007, 9:19 pm Sauceover Post #2



no technical limits(ala unlimited locations, strings, units)
text-input detection

thats pretty much it.


putting in spell/unit/graphic modifications would automatically turn 90% of the community into noobs obsessed over SFX

Post has been edited 1 time(s), last time on Aug 31 2007, 9:20 pm by Sauceover.



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Aug 31 2007, 9:40 pm bearcat_fan Post #3



I want stored variables and mathematical capabilities to manipulate those variables. This would save using death counters and doing manual calculations. Also, this would open up a bunch of new possibilities for maps.



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Aug 31 2007, 10:23 pm Falkoner Post #4



Being able to multiply, divide, add and subtract variables, from each other, and with themselves.

Custom AI scripts

Less limitations.



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Aug 31 2007, 10:30 pm Money Post #5



A nice interface and a powerful editor that doesn't have to be replaced by others made my players.



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Sep 3 2007, 11:53 am Paravin. Post #6



Create-a-unit! :)



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Sep 3 2007, 12:36 pm Evien Post #7



Modify terrain (how? :| ) and at least 512x512 maps



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Sep 3 2007, 1:34 pm Akar Post #8



Basically what I want is the ability to make 1024x1024 maps, and be able to use the trigger system in SC2's own programming "trigger" language.



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Sep 3 2007, 6:15 pm AgeNt_ Post #9



gonna have to have lighting systems or the map will be totaly black.



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Sep 3 2007, 11:48 pm MadZombie Post #10



be able to make your own doodads ...

and one that is impossible but would be cool...some sort of first person mode?



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Sep 4 2007, 11:47 am joris Post #11



The starcraft 2 map editor is a advanced upgraded w3 map editor, so start cracking it!



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Sep 5 2007, 3:35 am TF- Post #12

🤙🏾

They said it's gonna be better than the Wc3 editor, and that editor has a lot of the stuff in here, so it's pretty promising, I can't wait to see the lighting/physics properties and the object archetype and how you can edit them.
They should put up screenshots of the editor on the site along with the game. :D



🤙🏾

Sep 6 2007, 12:37 am Grand_dracolich Post #13



I'd simply be happy with plain Staredit with the WC3 unit editor and support for .ogg sound formats (those are SOOO small compared to .wavs).



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Sep 7 2007, 3:06 pm Lt.Church Post #14



well, my only expection was having dragoons placable using the editor,and since karune already said u can place dragoons and other removed units im happy, also i wouldnt mind having the old DT's placble, then ew ones dont look like the good old dt's i love.



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Sep 8 2007, 2:38 am Centreri Post #15

Relatively ancient and inactive

Are you sure you mean expectations, and not hopes?

I agree with just about everything said above, for the 'hope' part.



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Sep 8 2007, 10:14 pm Zzgashi Post #16



basically War3 editor with a trigger system like starcraft (I don't like the idea of programing code inorder to do simple triggers.



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Sep 9 2007, 12:19 am MNeox Post #17



hopefully theres normal and extended ramps and bridges.
there should definetly be inverted ramps since
sc2 has a rotatable screen.



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Sep 9 2007, 12:26 am Falkoner Post #18



I think that the doodads like ramps and bridges will also be customizable, which will make for basically a replacement of extended terrain, also, I think some doodads, like bridges should be able to be destroyed, and rebuilt, and they need to make some kind of terrain that air units can't fly over.

I'm hoping to be able to pretty much mod with the editor, although I know that modding will still be done, there won't be a really good reason to do it since you can already do most things that people would mod maps for, but I guess there's still some things that modders will be able to pull off, if so, good for the modders.

I want a whole new slew of conditions, the conditions of SC are very limited and really don't allow for some systems to easily be done, like in defenses, being able to accurately detect kills and subtract from them would be probably the worst thing they could have missed in SC1, so they better fix it in SC2.

Basically, I just want it to have things that we had to use big systems, like Binary Count-Offs, to perform normally to just be done quickly and easily in SC2.



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Sep 9 2007, 7:43 am RIVE Post #19

Just Here For The Pie

Things I would want in SCII.
-A condition that caculates a unit's HP at a location:
"'Current player' commands a 'unit' at 'location' with a hit point of 'quantity'"
*Doesn't really work for Zerg, but it would still help*

-An action that stops a sound from continuing to play:
"Stop all 'sound' for 'player'.
*Doesn't stop every sound, stops every playing selected sound of a selected player*

-An action that starts a sound for a player:
"Play 'WAV file' for 'player'
*Directs a sound to a different player then the one performing the actions*

-An action that gives upgrades:
"Modify level 'Upgrade' for 'Current player' 'Set to' 'quantity'"
*Cannot pass the pre-set maxium*

-The ablity to build something (not necessarily a building) in an installation:
Just use the CREATE UNITS action..
*Think about it, how else do Zerg infest installations and Command Centers*

-A Trigger Timeline:
Something in the editor that shows all the triggers in the order you put them in.
*Basically a lazier way to look at your triggers and proper timing events*

-Else Statements:
A forth trigger bar that tells what happens if the condition is not met.
* Players :Conditions :Actions :Else Actions * *Ever hear of Action Script?*

Yeah, I'd be happy then.



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Sep 9 2007, 7:45 am RIVE Post #20

Just Here For The Pie

You guys can now branch off your own ideas from mine. Sorta like I did with the Sound Editor idea Septhiroth wants, but mine's in trigger form.



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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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