StarCraft II Q&A - Batch 52: Map Maker Series

Discussion in 'General StarCraft 2 Discussion' started by n00bonicPlague, Jun 12, 2009.

StarCraft II Q&A - Batch 52: Map Maker Series

  1. n00bonicPlague

    n00bonicPlague New Member

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    Source: StarCraft II Q&A - Batch 52: Map Maker Series
     
    Kaaraa likes this.
  2. ronin2011

    ronin2011 New Member

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    Hmmm... good find!
     
  3. kuvasz

    kuvasz Corrections Officer

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    I'm not big on map making but even to me this sounds sexy. Thanks a lot for the post.
     
  4. Seradin

    Seradin New Member

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    nice find but what hes saying looks like a load of jibber to me.
     
  5. ItzaHexGor

    ItzaHexGor Active Member

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    Quick question; Seeing as I'm almost completely unfamiliar with programming jargon, are their claims that the editor is able to do anything supported by what you can do with custom scripts or by what you can do with triggers?
     
    Last edited: Jun 12, 2009
  6. Kaaraa

    Kaaraa Space Junkie

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    As I understand it, the scripts are more or less just a chain of triggers, so I guess the answer to your question would be both. That's not to say I'm savvy with map editing in any way; for all I know I could be making an idiot of myself right now.

    I suppose it's a good Q&A. I usually think of aesthetics when mapmaking, and leave the programming to friends.
     
  7. Kimera757

    Kimera757 New Member

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    You can give units weird abilities.

    Karune once gave an example: a roach variant that grows (instead of taking damage) every time it gets nuked, with stat increases.

    Obviously literally anything isn't possible; there's only so many player slots, and you can add only one more custom resource. But the game is very flexible, since abilities are data driven, meaning you can give any unit whatever ability you feel like. (Don't forget you can make custom units; want 255 different roach variants? Go nuts!)
     
  8. Lombar

    Lombar New Member

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    Um.. not quite.
    Scripts may or may not activate triggers.. but they can do SO much more than that.. as in, define variables, create objects, define objects.. scripts are everything.. the scripts can see into your miiin THE SCRIPTS CAN SEE INTO YOUR SOUUUUL...
    God, I have to stop watching charlie the unicorn...

    anyways, you were pretty wrong about your definitions of scripts, but the answer you gave to the admin guy was ok, I mean, being the scripts the ones that defines and maneuvers the variables, it's improvement will improve the triggers as well.

    This was the best Q&A I've seen in a WHILE. The only let down is that making a map is gonna take FOREVER, since the map ed has been "proed" a lot..

    I guess I would love to ask karune if the maped will be newb friendly, or just programming ammateurs will be able to handle it. I mean, I know lots about programming, but Im kinda lazy D:
     
  9. ItzaHexGor

    ItzaHexGor Active Member

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    Thanks guys, but Kimera, I wasn't asking what could be done with them. I was asking if the power of the editor came from triggers, as in;

    "Events - Conditions - Actions"

    ...Or from custom scripts, as in;

    "//run FICTIONAL

    integer = real x, real y

    boolean = T

    //run ETC.
    "
     
    Last edited: Jun 12, 2009
  10. needler

    needler New Member

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    N00bonic seems to find all the news :D

    Reading this made me feel that I will create much more maps in the editor than in the StarCraft 1 editor. That editor was too difficult to use for me sometimes. xP
     
  11. MarineCorp

    MarineCorp New Member

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    Nice find. though i do not understand some of the questions very well, i'll be looking forward to check them out :>
     
  12. Lombar

    Lombar New Member

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    Umm.. Dood.. if you think the SC1 editor was hard to use you dont stand a chance at even placing a unit with this one :S
     
    Last edited: Jun 13, 2009
  13. ronin2011

    ronin2011 New Member

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    lol
     
  14. ItzaHexGor

    ItzaHexGor Active Member

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    @ Lombar. Not necessarily. StarCraft1 Editor was actually really hard to use, depending on what you wanted to achieve, because there was so much that simply could not be done.

    :p
     
  15. Lombar

    Lombar New Member

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    Umm.. Well, yeah.. but look, I managed to emulate the droppods on Sc1 map ed.. now THAT was hard.. and the whole thing of the hexes..

    But my point is, the basic stuff is gonna be prob a lil harder to do on the new ed, since it has SO many more options and might overwhelm maped newbcakes.
     
  16. needler

    needler New Member

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    Well the hard thing for me was to spawn zerglings from dying marines.

    And somehow my artillery didn't work.
     
  17. Lombar

    Lombar New Member

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    Shouldnt like.. someone (JONEAGLE) edit this, make a quick banner and post it up on the front page?

    I know it's kinda late.. but it should be kept updated unless the mods wants to fall behind other SC2 fansites..