Gaias Retaliation ORPG Alpha Release

D.V.D

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Man, why do people think SC2 will kill the wc3 community? You could have said the same thing with wc3 killing SC1 community but SC1 community is still strong.
 

saw792

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Man, why do people think SC2 will kill the wc3 community? You could have said the same thing with wc3 killing SC1 community but SC1 community is still strong.

Not the SC1 mapmaking community...
 

Neogecko

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yes only the proffesional starcraft players are left but i have my doubts that starcraft will crush the wc3 community because of the fact that starcraft is placed in the future .... i realy want a Warcraft 4 :D that would be even better than Diablo III (that does not mean that i'm not waiting for diablo III too^^)
 

Zwiebelchen

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yes only the proffesional starcraft players are left but i have my doubts that starcraft will crush the wc3 community because of the fact that starcraft is placed in the future .... i realy want a Warcraft 4 :D that would be even better than Diablo III (that does not mean that i'm not waiting for diablo III too^^)
Who cares about SC2 being in the future or not? Great RPGs aren't bound to the middle ages setting (Look at Kotor, which is one of the most amazing games ever created). Besides; I'm sick of all the elves and orcs stuff.

My upcoming SC2 RPG will be a mixture of Stargate (different worlds connected by gates) and the old Starcraft RPG "Space pirates" (which was one of the most amazing SC maps ever).

Since SC2 won't have a hero system like wc3, I can customize everything to my liking, which is a great opportunity.


The only thing left now is the wait for the editor. I hope it will come with almost all the features Newgen had. I want "real" object orientated programming including structs, not user-made disguised globals. I hope blizzard will come up with a better solution than attaching everything to timers in order to get fast-paced periodic waits. And of course; passing arrays as arguments to functions, such as arguments for timer executed functions is a must-have.
 

D.V.D

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Starcraft 2 isn't coming out in 2012. Its coming out maybe this year or next year.
 

D.V.D

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People are leaving due to the fact that they can make WASD and stuff with SC2 and not on Wc3.
 

Zwiebelchen

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If you check the list of features in SC2 Editor ...

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.

... How can Mapmakers ever miss WC3?

I marked the things red that are enough to convince me waiting for SC2 is a good thing.
Even the fact that linked maps are possible in SC2 alone was enough to make me horny about it ...


who cares of what you are sick off XD? i'm the one who play the map not you XD and i like orcs& elves !!! :D
I don't force you to play it.
 

Nexor

...
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JASS is C based too...

the downgradeable upgrades are good.

As I see it'll be an upgraded world editor, nothing more
 

Zwiebelchen

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As I see it'll be an upgraded world editor, nothing more
Seriously, what are you expecting? I would be fine with things like the implementation of "real" structs and librarys such as a remastered timer-system. Blizzard gives us a lot more than that. The new editor will be the wet dreams of any professional mapmaker out there that want to create something beyond 08/15 AOS or TD maps.

You can even add custom script code to the abilities in the object editor. This alone saves TONS of triggers. Downgradable upgrades and completely trigger-accesable unit datas (like attack power, range and stuff), such as the ability to get, create and throw missiles would shorten existing wc3 codes by around ... errrm ... 70%?


I can't wait to create a Sci-fi MMO using the multiplayer-campaign system ... Finally you don't need to pack everything in one map any more and can split the map into different parts whenever you want it (Let alone the ability to use the full tile sets without disadvantages).
 

D.V.D

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Zwiechaban, what do you mean by linked maps? Also, most of the highlighted stuff can already be done like custom libraries and stuff. That's all vJass. Custom tile sets do work for wc3. The ability thing is still basic triggering because the best way to change an ability totally is to edit its code. Changing weapons works for wc3 too. Most of it just makes the hard stuff for wc3 easier.
 

Zwiebelchen

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Zwiechaban, what do you mean by linked maps? Also, most of the highlighted stuff can already be done like custom libraries and stuff. That's all vJass. Custom tile sets do work for wc3. The ability thing is still basic triggering because the best way to change an ability totally is to edit its code. Changing weapons works for wc3 too. Most of it just makes the hard stuff for wc3 easier.
I know I can almost do all the things marked already with wc3. But as you said, it needs a lot less amount of work to do it in SC2. This will hopefully help me creating cleaner codes for future maps (and thus greatly decrease the amount of time required for debugging)
 

Nexor

...
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oh I see now

less work on codes, more work on balancing and such things.

maybe the new editor's language will clean the leaks up, I hate writing it everytime ...
 

Neogecko

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i found someone who knows jass and he has got some time but i have to ask you :how much time do you expect?
 

Sui-cookie

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well, i havent a thing to do, so would you like me to work on those tooltips and conversions to regular english? :) -oh wait >.> nobody workinzin on it... hmm....
 
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