Preview Features of the Editor

Darthfett

Aerospace/Cybersecurity Software Engineer
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Hey guys, I've been a little quiet about it, but I've had a beta key for a while. I haven't really gotten into the game itself (but then again I never was all that great at RTS games), but I've been having a bit of fun exploring the editor.

There are a few things that seem to be not fully finished, mainly in the scripting area, so I'm not going to be posting much about that.

However, there's some interesting new features in other areas. :thup:

First thing I saw that I thought was really cool, is that there is a 'Convert Legacy Map' option. Yes, that means there is a way to transfer old maps into SC2. I'm not sure how 'complete' the option currently is, but I know that it at the very least converts the wireframe of the terrain into the new map. I was able to edit the textures of the map to then see some actual terrain (until then, the map is black).

357kidf.png


Another new feature is the 'pathing' editor. This will allow you to make whatever you want path-able. There are currently options for 'remove pathing', 'unit-pathable', 'building-pathable', and some feature I haven't figured out with pathing and flyable pathing points.

e5inx4.png

The terrain editor has also had a few upgrades. For example, there is now support for gradient textures, and there are blurring and smudging tools to allow you to take advantage of this. There are also new scroll bars for intensity, size, and various other options to change how the tool works.

6qw21z.png

Water is no longer set to a specific depth, so you will be able to place water how you want. However, it seems to be limited to preset squares, and you cannot easily use it to fill areas. Place water first, then build up the cliffs around the edges is what seems to be the order of placement.

6fcqcp.png

Another new feature is the 'road' tool. I haven't figured out much about it, except that you can place waypoints, and a road runs through the points similar to a Bézier curve. It is automatically layered on top of terrain.

z5zix.png

The Region tool seems to be greatly improved. There is now an option for circular regions, and regions can be combined. They are also split into 'positive' and 'negative' regions. Positive regions are used to include areas, whereas negative regions are used to exclude regions. Below, I have merged two rectangular regions, and placed a circular region.

180qbs.png

Finally, the Data Editor. It's pretty complicated looking, so I'll just post a picture for you to be in awe of.

97tg8i.png

__

I've got pictures of all of these, but my internet doesn't seem to be working too well. I'll edit with the pictures soon. :)
 

Renendaru

(Evol)ution is nothing without love.
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309
The one thing that has most impressed me is the clear improvements on the terrain creation tool... Custom lighting, with over 50 options for it, can fade in and out with varying intensities through the time of day, even based on the terrain.

The terrain people are going to go crazy for it, I think.
 

Joker(Div)

Always Here..
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86
The Data Editor is probably the biggest improvement of the editor. It is so modular and flexible (but complicated) you can do so many things without even touching the trigger editor.
 
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