sqrage
Mega Super Ultra Cool Member
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I meant decade by the way. (But century sounded cooler!)
What's illogical about the editor? Everything is separating into its base components (I can't think of a better term for it right now) to allow the end-user to truly craft new objects rather than just make objects that have (in contrast to SC2) strict limitations, like in WorldEditI really dislike unlogical things.(like the editor)
Relatively simple and straightforward to manufacture - only a little bit of triggering involved (spawning units, waypoints, lives, and leaderboards). Creating the units would just be duplication of a base unit, modifying the vital attributes, changing the Actor 's model and events. The towers would have the slight complication of dealing with some Effects, but there are plenty of default assets to work with.Hm.... I wonder, why are there mostly defence maps ?
The French one (I think there was a fair share of French text in the map, or at least a French map name) with mostly standard Melee heroes? That was funThere was one triangle AoS
What, praytell, is broken with it? And please don't say "everything", that's not really going to explain muchSo, for now, the best thing we can do is hope that blizz will fix the editor with the expansions.
I meant decade by the way. (But century sounded cooler!)
>I meant decade by the way. (But century sounded cooler!)
if they looked at it in the sense that they are actually building/assembling something, rather than a completed object being handed to them like in WorldEdit.
The French one (I think there was a fair share of French text in the map, or at least a French map name) with mostly standard Melee heroes? That was fun
>What, praytell, is broken with it? And please don't say "everything", that's not really going to explain much
The WC3 arrangement is can be easier to understand than the seemingly random fields in the SC2 editor
Well, before someone can make a tutorial on the subject, someone has to know how to do itI have seen tuts on how to copy a unit, but someone NEEDS to make a tut on how to make it TRAINABLE, WITHOUT ISSUES.
It's like WC3 was a pile of big lego bricks - you only needed to learn what to make, and how the pieces fit, whilst SC2 is small lego bricks strewn around a 1 mile field. It's hard to find everything and get it to make sense when you don't have some pieces, but when its all together - the smaller bricks allow you to make better, more intricate things.
(If this analogy made sense, i'll be surprised.)
If I'm understanding you correctly...Yes, but it should be branched.
Like it should be one huge brick whenever you want something done. Creating a unit or a trigger. Then, you have the basic stats, so you have the medium bricks. Those medium bricks like in WC3 should be enough to give you a stable game. Then, if you want to edit details further, you can expand to the small bricks. Then, if you want specifics, you get the tiny bricks. Then if you want the limitleses, you get miniscule bricks, like the new editables in SC2.
But instead of starting out with large bricks, SC2 just throws you into the tiny bricks, even if sometimes you just want a big brick so you can build a big castle really fast and then have castle wars with a friend.
o.o Lego's ftw.