Ice Bane
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- Reaction score
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Found this on http://starcraft2mapping.com, and I wanted to share with you guys
You might find this information old, you might not, anyways it's a sum-up which I appreciated. Originally posted by; warnicarus
(Thus he quoted from a wiki-link that doesn't work nowadays.)
Trigger Editor
* Users will have access to a user-friendly Trigger Editor, which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language.
* The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games.
* Any limits on regions or triggers will be at least in the thousands.
* ALL script functionality from the underlying language should also be exposed in the Trigger Editor UI.
* The editor will support text coloring, unit coloring, and neutral player units.
* It should be possible through customized ability data and/or triggers to stop/alter missiles in-flight.
* 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.
* It will be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor
Scripting Language
* StarCraft II's editor uses a proprietary scripting language that is based largely on C with some special parameters specific to the game (note: this language is not the WCIII scripting language JASS).
* This editor will have many more scripting options available to users, and will allow for even more user creativity in their maps than the Warcraft III/StarCraft editors.
Data Editor
* 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 editor, 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.
* In the StarCraft II editor, new abilities with effects that would have to be triggered in the WarCraftIII editor can be set up completely in the data files. 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.
* 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.
* It should be possible, using the highly flexible ability system, to allow units to change weapons in-game.
Tech Tree/Resources
* The tech tree and upgrade system will be fully configurable from the editor.
* Upgrades are arbitrarily extendable, as they were in WarCraft III. In addition, upgrades will now be down-gradeable via triggers as well (by using a negative value).
* There is added support for one additional custom resource type.
Units/Abilities
* All regeneration rates can be easily changed.
* All units defined in the data files will be usable in the editor without the use of 3rd party tools.
* In the editor, users can adjust the footprint of buildings to whatever shape and size they like.
* Map makers will be able to remove the blur effect that is currently on StarCraft II's invisible units.
* There will be units included in the Map Editor that will not be in the standard multi-player skirmish mode.
* These will include various units from the original StarCraft, such as the Protoss Dragoon.
* There are no plans to include male and female versions of each unit.
* The Tauren Marine is going to be included in the StarCraft II map editor.
Terrain Editor
* The maximum map size will be 256x256.
* Terrain texture and tilesets will be mixable. Essentially, you can define your own tileset in the editor (something that wasn't really supported even in Warcraft III).
* Doodad placement value will be on the same order as Warcraft III (i.e. ~10,000 doodads)
* There will be doodads like customizable light or shader doodads.
* Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set.
* Any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.
* StarCraft II unit placement limits will likely be a healthy boost over the limits of Warcraft III. The exact value hasn't been nailed down yet and will depend on optimizations near the end of the project.
AI Editor
* There will be extensive AI scripting support.
Miscellaneous Information
* The editor will support "locking" maps.
* The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps (no customs).
* The editor should support multi-player campaigns and linked maps.
* The Map Editor will support letters from non-English alphabets
* They will be keeping an eye on the forums and updating the editor as often as possible to incorporate new suggestions.
* There will not be a tool to transfer WC3 models to SC2.
* There will be cheats, but you won't know what they are.
You might find this information old, you might not, anyways it's a sum-up which I appreciated. Originally posted by; warnicarus
(Thus he quoted from a wiki-link that doesn't work nowadays.)
Trigger Editor
* Users will have access to a user-friendly Trigger Editor, which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language.
* The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games.
* Any limits on regions or triggers will be at least in the thousands.
* ALL script functionality from the underlying language should also be exposed in the Trigger Editor UI.
* The editor will support text coloring, unit coloring, and neutral player units.
* It should be possible through customized ability data and/or triggers to stop/alter missiles in-flight.
* 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.
* It will be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor
Scripting Language
* StarCraft II's editor uses a proprietary scripting language that is based largely on C with some special parameters specific to the game (note: this language is not the WCIII scripting language JASS).
* This editor will have many more scripting options available to users, and will allow for even more user creativity in their maps than the Warcraft III/StarCraft editors.
Data Editor
* 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 editor, 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.
* In the StarCraft II editor, new abilities with effects that would have to be triggered in the WarCraftIII editor can be set up completely in the data files. 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.
* 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.
* It should be possible, using the highly flexible ability system, to allow units to change weapons in-game.
Tech Tree/Resources
* The tech tree and upgrade system will be fully configurable from the editor.
* Upgrades are arbitrarily extendable, as they were in WarCraft III. In addition, upgrades will now be down-gradeable via triggers as well (by using a negative value).
* There is added support for one additional custom resource type.
Units/Abilities
* All regeneration rates can be easily changed.
* All units defined in the data files will be usable in the editor without the use of 3rd party tools.
* In the editor, users can adjust the footprint of buildings to whatever shape and size they like.
* Map makers will be able to remove the blur effect that is currently on StarCraft II's invisible units.
* There will be units included in the Map Editor that will not be in the standard multi-player skirmish mode.
* These will include various units from the original StarCraft, such as the Protoss Dragoon.
* There are no plans to include male and female versions of each unit.
* The Tauren Marine is going to be included in the StarCraft II map editor.
Terrain Editor
* The maximum map size will be 256x256.
* Terrain texture and tilesets will be mixable. Essentially, you can define your own tileset in the editor (something that wasn't really supported even in Warcraft III).
* Doodad placement value will be on the same order as Warcraft III (i.e. ~10,000 doodads)
* There will be doodads like customizable light or shader doodads.
* Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set.
* Any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.
* StarCraft II unit placement limits will likely be a healthy boost over the limits of Warcraft III. The exact value hasn't been nailed down yet and will depend on optimizations near the end of the project.
AI Editor
* There will be extensive AI scripting support.
Miscellaneous Information
* The editor will support "locking" maps.
* The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps (no customs).
* The editor should support multi-player campaigns and linked maps.
* The Map Editor will support letters from non-English alphabets
* They will be keeping an eye on the forums and updating the editor as often as possible to incorporate new suggestions.
* There will not be a tool to transfer WC3 models to SC2.
* There will be cheats, but you won't know what they are.