58 days later (on Sun, 28 Mar 2010 08:33:19)
That was a good read. This gets me more amped up about the Galaxy Editor just from reading it! :P
i<3u
Can't wait for the editor to come out... Well, I can, but I don't want to. :)
begebies - 2D and 3D artist
I am hoping to get one of the Beta keys
PLS GIVE ME 1 OF THE BETA KEYS OR ELS I WILL CUT MY WRISTS AND SPREAD MY BLOOD ALL OVER DALARAN !
BLIZZARD RULES
BLIZZARD FOREVER
KK ENOUGH JUST NEED A KEY :)
gimme a beta key. meow!
- #1
Sixen ModeratorStarCraft II Q&A Batch 18: Map Maker Series 1
Hope everyone had a great weekend! For this batch, I'm pleased to announce the introduction of the Map Maker Series of Q&As, which will be mixed in periodically with our traditional batches of Q&As, to give map makers the 'heads up' on our powerful Map Editor for StarCraft II. I know many of you have great plans for mods and maps for StarCraft II, so I can't wait to tell you more about the program you'll be using.
Answering questions, we have Brett Wood, our StarCraft II Senior Software Engineer, but better known as our 'Superfly Father of ScumEdit Programmer by Day Ninja by Night.'
Will doodad placement values increase? (ie, more than 25)
[Brett Wood] We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 25
Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.
[Brett Wood] Any limits on both regions and triggers will be at least in the thousands.
Will the new map editor include ALL the triggers in the program unlike Staredit?
[Brett Wood] Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that ALL script functionality is also exposed in the Trigger Editor UI.
Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes CCMU (cannot create more units).
[Brett Wood] I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft III. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release).
Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these.
[Brett Wood] All units defined in the data files will be usable in the editor. I believe this was true in Warcraft III as well.
StarCraft II Q&A - Batch 22: Map Maker Series
Today we will continue the series we had started a couple of weeks ago. Dustin Browder and Brett Wood, Senior Software Engineer will answer questions from the Map Making Community. If you have questions concerning custom made maps and mods, wed like to invite you to ask them in this thread so they can be included in part 3 of the series.
Chat with Devs: One of the most popular questions we get when it comes to creating UMS (User Map Settings) games or mods is: Will there be a DotA for StarCraft II? For those who are not familiar, DotA (Defense of the Ancients), is a popular UMS game created for Warcraft III. StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a game like DotA could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in UMS maps such as DotA. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games.
Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?
[Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable. [Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.
Will the new StarCraft II Map Editor support text coloring, unit coloring, player "12" (i.e. neutral player) units?
[Dustin Browder] Yes, all of these features will be supported.
Will maps be larger than 256x256?
[Brett Wood] The maximum map size will still be 256x256, and we have no plans to increase that.
Will the new map editor support locking maps? People hate losing credit for a map.
[Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.
Will the new map editor support "square" terrain building as well?
[Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.
StarCraft II Q&A - Batch 30: Map Maker Series
Going along with out monthly discussion topic about map making requests, we've sought to get more answers to help direct these upcoming discussions.
Chat with Devs: Brett Woods is back with us to answer our community map making questions. We cant stress enough that StarCraft II is going to have immense potential in the UMS (User Map Settings) area, where we hope to seriously empower the community with the tools you need, to create some awesome gaming additions to StarCraft II.
As always, feel free to give the Devs and I a w00t if you are enjoying these batches!
1) Will it be possible to code the game so map makers can make maps where people can stop incoming spell/missile?
This should be possible through customized ability data and/or triggers.
2) Will we have selectable male/female of every unit?
No, we don't have plans to include male and female versions of each unit.
3) Will we have the option to give players the option to change weapons in-game?
While we don't have any plans for a specialized interface for this, it would be possible using the highly flexible ability system.
4) Will you guys link multiplayer maps, so mapmakers can make multiplayer campaigns?
Yes, we do plan to support multiplayer campaigns and linked maps.
5) Will all buildings stand alone and also can we have the ability to disable tech trees?
The tech tree will be fully configurable through customized data and/or triggers.
6) Will research or firing a skill in a certain location be part of the tech tree enabling, for example Stim Packs could be researched to enable a Factory?
Yes, the tech tree and upgrade system will be fully configurable from the editor.
7) Will it be possible for AI to be commanded to research a skill, perform an upgrade, build a building at a location, build a unit at a location, retreat from a location?
Yes, there will be extensive AI scripting support.
8) Will mapmakers have the ability to set weather that can change the terrain and interrupt gameplay for players? Is this for anywhere or in a specific location?
Weather effect technology has not yet been finalized. However, even if weather effects do not affect gameplay normally, it would be possible to drive both the desired weather effects and associated gameplay effects through triggers.
StarCraft II Q&A Batch 39: Map Maker Series
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.
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.
9) Is the new StarCraftII map editor able to make our own 4th race by combining 3 races different looking and ability etc. together? even more combining with some new units from the editor? (battle.net) -cS)beta Yes, custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps, as long as the mod defining the race is loaded.
StarCraft II Q&A Batch 52 : Map Maker Series
1. Does it still use the JASS language, or perhaps an upgraded version of JASS? StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.
2. Is the language event-driven or object-oriented? The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.
3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)? The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.
4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements? I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.
5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language? One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.
6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical? We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.
7. Will there be a public API for the programming language? As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.
8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks. Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.
StarCraft II Twitter DevChat #1 (3/12/10)
Q. Are you guys still working on the Map Editor; and if so, what features are you planning to incorporate into the final piece? A. Yes. We're still working on the Map Editor and currently working on the publishing system. We intend to release an early version of the editor during the beta so the map-making community can get a head start creating their own maps. This is going to be a stretch for us to pull off, but our hope is to get it out before the end of April.
Q. Is there support to build symmetrical maps in the editor, if so, does it include rotational symmetry and odd player numbers? A. You can build whatever types of maps you want in the editor but there are no methods of auto-mirroring parts of the map.
Q. Can we expect to have new maps or the map editor in the beta soon? A. Yes. We will be adding a few new maps as we continue to release patches including a few 3v3 and 4v4 maps. Additionally, we are hoping to release the map editor to the community sometime in April.
Q. Will it be technically possible to recreate a Defense of the Ancients custom map complete with ladder and matchmaking? A. You will be able to recreate the map and we are looking at different ways for community maps to become part of the ladder and matchmaking.
Q. Does map publishing also store any extra resources (sounds, graphics, etc.) specific to the map, or is this a limitation? A. Yes. If you add art or sound to a map, it's stored in the map and is therefore downloaded with the map once it's published. Long-term we will be adding support for custom mods where other maps can depend on a single mod pack. For example, if the community wanted to build a "Classic StarCraft" mod, they could do that and share it online and then many maps could be built that depend on that mod.
Q. Can we expect to have new maps and/or the map editor in the beta soon? A. We are going to release some new maps for 2v2 specifically pretty soon. We are seeing problems with terran+terran teams on some of our maps and we are interested in testing a fix that involves changing the map pool. We will release the editor during the beta if we get it ready in time.
StarCraft II Twitter DevChat #2 (4/30/10)
Q. Currently the Map Editor has a small variety of unit/item models for mappers to use. Will there be additions to usable models? A. Yes. Currently the beta is limited to objects ONLY in the beta, which is a limited number of tilesets and no campaign units or objects. There will be a much larger set of models and assets for mappers to use at launch.
Q: Will be be able to use original units for the map editor before release? A: No. The beta editor will not include campaign units prior to release.
Q: Will the map editor be revised to be more newbie-friendly around release? A: We have plans to put some new user help files online and additional help text, but overall the editor will not get many more newbie-friendly options as making custom maps is a pretty technical endeavor and there is already a lot of great information appearing all over the web to help with more complex development.
Q. Getting custom script into maps is currently complex. Are there plans to implement Galaxy scripting directly into the editor? A. There are currently no plans for Galaxy script editing in the editor itself. However, through the Import Manager it should be pretty easy to add in your scripts as necessary. Are you having trouble doing it that way?
Q: Can you detail how the map publishing feature is going to work? A: Sure. Map publishing will allow the user to store a few maps or mods associated with their account. You can choose to publish a map privately which will not display the map in the custom game list when you open it up, but you ca invite your friends into a game on the map to help you test your map and ideas. Once you decide the map is ready for the rest of the community to play you can publish it publicly and then the map will be available for the rest of the community to see and start playing games with.
Some videos talking about the Galaxy Editor
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