Staredit Network > Forums > Games > Topic: Diabotical Mapmaking/Modding
Diabotical Mapmaking/Modding
Sep 7 2016, 7:38 pm
By: Decency  

Sep 7 2016, 7:38 pm Decency Post #1



The lead developer of 2GD's new duel FPS called Diabotical (previously Reborn) described in detail some of the handling of how map editing will work in the game:

From a reddit AMA:

Quote
What we are going to do instead is to provide functional blocks through the map editor that carry out different functions so that people can do 95% of the mods out there. For the other 5% we can take requests over time and add the necessary blocks.

For example we have a block trait that defines a control area, and another invisible block that you can place anywhere in the map that can hold a timer, the timer can be linked to the control area if you want it to go down when the area is controlled by a team. You can specify that the timer block implies a victory when it reaches it's set target time. With this alone you can already do a dozen different classical team modes. This is the extent of the modding that we have implemented right now.

Further functional elements that we plan to add before release are things like blocks that can spawn bots. The block spawner can be linked to different blocks to set a path. Then we can also have turrets, etc, you probably get the point. We will post about this in detail in the development blog when it's stable and we have tested it live in our infrastructure.


tl;dr: It's StarEdit for FPS games- even going as far as to describe various conditional events based on locations that will be built into the game. I'm excited.



None.

Sep 7 2016, 7:52 pm LoveLess Post #2

Let me show you how to hump without making love.

Yeah I have been following 2GD's progress on this project since he revealed it while doing the GD Studio. The editor looks really simple to use yet is not restrictive with it's power. For the most part though, it has a lot of things you would expect in a current-gen fps editor cut in order to provide simplicity to the overall game.



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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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