Heres how this works… post features/functionality you think could be better in the editor… ill do my best to seperate all the suggestions into somewhat formated/organized tree.. whether its new features or improvements on existing ones.. i wana hear from ya.. feel free to post improvements on ideas posted here aswell.
ill start with a list i already compiled and sent to blizz (after the beta test)
Things the Editor Needs:
Doodad:
Organize the doodads as follows:
Terran(anything that looks potentially human)
destroyed
Structure (anything big, or combined models)
Props (anything small we can add anywhere to make our own structures with…
undestroyed
Structures
Props Protoss (anything that looks like it could be protoss, this includes xel naga stuff…)
destroyed(runins n stuff)
structures
Props
Undestroyed
structures
Props Zerg (this would be anything semi-organic that looks zerg like )
structures (anything large and squishy, probably any infested building models)
props (anything organicish that looks squish,
Misc
natural
animal/bones
plants
rocks/minerals
emitters
light
sight blockers(only really needs maybe 8 doodads)
No-see(Ground-directional): the dood will be an an editor only box, with arrow facing a specific angle), anything on the
No-See(ground):
No-see (Air-directional):
no-see(air):
UberSplats
Inteligent Design: (anything that looks like terrain or protoss could have made it)
Organic: anything made by zerg, plants, or blood ect, or otherwise naturally occuring
1. sticky movement option (doodads will only move in 8 directions, based on the current FACING of the selected doodad, thus allowing for easily aligning doodads on X/Y axis, Z axis align would be nice aswell, (maybe give 2 Z’s global Z hight, and terrain based Z hight) 2. Ignore All placement Reqs (a mode/hotkey to force all doodads to ignore placement rules, including newly created) 3. Brigthen, i see you still cant make a doodad lighter than its default.., maybe instead of setting 255,255,255 as the default, maybe 127 could be 'normal’ color, making 255/0/0 pure red(the texture wouldnt show through at all)
give an 'options’ button (beside the doodads model)when placing doodads of a type, when pressed a window with all possible variations(in checkbox’s,and a random checked variation is selected each time a new doodad of that type is placed), default custom color, default facing (1-360 would default to face that way -1 would give random angle, default min random scale xyz, default max random scale, xyz, default hight
We need more basic doodads, and less 'batch’ doodads… its ok to see the same light post 20 times, but its not ok to see the same building 20 times…
here is a list of all the basic doodads i can think of, that i havnt seen in the current doodads list.., especially if u wana see more good fps maps…(being so close makes them especially vulnerable to players getting visually bored…
every doodad aslong as atleast 1 of them is in the map, should have its name underlined (or something of the sort) also its kinda easy to loose which doodad your on when placing (especially if u havnt narrowed the results with a search)
Terrain: 1. Texture Planes: flat 'planes’ that are essentially 5 movable points, (the 4 corners and the center), the plane would then stretch to the position(if possible not stretching the texture to much) of all 5 points, they would also be able to use every ground/cliff texture, and if possible ANY texture, or piece of texture the user chooses 2. completely vertical terrain, i dont want no 85 degree angles, 89 might be acceptable 3. snap to doodad: if possible the ability to snap a piece of terrain to a particular part of a doodad (hold a certain key, click a specific part of the doodad, and the terrain below it matches its hight, without raising the doodad itself (the nearest single square terrain unit), 4.sticky movement: same as for doodads, except locked at 0/45/90/ect 5. get rid of the spinny selection circle, replace with a solid line (or atleast put a solid line, with the spiny line over it…
allow for more cliff hights than 4…., we need atleast 8, and make them more uniform, except maybe the lowest, and the highest, which can be extreeme, also decrease the distance of cliff hight significantly (maybe 1/2-2/3 as tall as the default, to 1 level up hight is)
Pathing: the pathing editor is a start.. but its kinda anoying i think sticking to squares might be better than the triangles…., also the pathing shape that is going to be added should be displayed on mousover (maybe in a semi-clear hue)
also more pathing options: no-fly: not just the current 'no fly zone’ it should really be part of the regular pathing editor, and be mapable no-ground: stops all ground based movement no-build: stops the building or landing of structures on it.. no-drive: stops anything that has wheels from moving over it Clear-Path: removes all pathing from a point (if used on cliffs, they become walkable.., if used on doodads it overwrites their pathing maps (not the maps of units/buildings however)) Climb-only: allows only units able to climb atleast 1 cliff level to pass over this terrain Climb-only 2: allows only units who can climb 2 or more cliff levels to pass… Slow-ground(-30%), slow-ground(-50%): Slows anything that is currently walking on ground by whatever % drive-slow (-30%), drive-slow (50%), Drive fast (+40%): increases or decreases drive speed by whatever %, on anything that has wheels. Extend-range(5%,10%,20%,30%,50%, 100%,): allows anyone on this pathing to have an attack, and sight range bonus against anyone on reduce-range pathing ONLY. Reduce-range(0%.10%,50%,90%): reduces the range of anyone on it against units on extend range pathing, and reducing range, with the following formula: (oldrange/(1+(extendedrange%/100))*(1-(reducerange%/100))= new units range, but ONLY vs units on extend-range pathing. also every one of these should be combinable if the person paints both over a the same point it would be affected by both..
yea i did learn about holding shift shortly after making this page.. although i just cnpied it from that.. i kinda meant auto though cause more often than not i dont use the pathing req (maybe making shift enforce the req)
footprint = pathing map?, aka the grid that show where/what units can/cant go over it?
i agree that it's difficult to bypass, here .. anywhere ;)
Love the thread.. it's frowned upon that i bump more than once,
so ;) , i'll edit in when i get enough time to formulate (after rereading your wall)
i would hope for us to lobby all together but.. ... it's simply put.. as hard as it is in the Real World to lobby properly/effectively =o)
ps: apparently.. you can dispose of your "unnecessary" "bump" post (after the bump has taken effect)
whats wrong with bumping after a long period of time? it shows im still interested while refreshing the topic.. also in this particular type of post the first post will contain all the relevent info for newcomers, so it doesnt really matter whats after that...
@wall
tried my best to remove the wall, but the formatting here is horrid..
@lobbying together: im not really looking for commitment.. if you happen to find a problem with the editor.. just post it here.. even if blizzard doesnt fix the problem, as long as the problem is identified someone out there in 3rd party mods might make it :P
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Heres how this works… post features/functionality you think could be better in the editor… ill do my best to seperate all the suggestions into somewhat formated/organized tree.. whether its new features or improvements on existing ones.. i wana hear from ya.. feel free to post improvements on ideas posted here aswell.
ill start with a list i already compiled and sent to blizz (after the beta test)
Things the Editor Needs:
Doodad:
Organize the doodads as follows:
Terran(anything that looks potentially human) destroyed Structure (anything big, or combined models) Props (anything small we can add anywhere to make our own structures with… undestroyed Structures Props
Protoss (anything that looks like it could be protoss, this includes xel naga stuff…) destroyed(runins n stuff) structures Props Undestroyed structures Props
Zerg (this would be anything semi-organic that looks zerg like ) structures (anything large and squishy, probably any infested building models) props (anything organicish that looks squish,
Misc natural animal/bones plants rocks/minerals emitters light sight blockers(only really needs maybe 8 doodads) No-see(Ground-directional): the dood will be an an editor only box, with arrow facing a specific angle), anything on the No-See(ground): No-see (Air-directional): no-see(air):
UberSplats Inteligent Design: (anything that looks like terrain or protoss could have made it) Organic: anything made by zerg, plants, or blood ect, or otherwise naturally occuring1. sticky movement option (doodads will only move in 8 directions, based on the current FACING of the selected doodad, thus allowing for easily aligning doodads on X/Y axis, Z axis align would be nice aswell, (maybe give 2 Z’s global Z hight, and terrain based Z hight)
2. Ignore All placement Reqs (a mode/hotkey to force all doodads to ignore placement rules, including newly created)
3. Brigthen, i see you still cant make a doodad lighter than its default.., maybe instead of setting 255,255,255 as the default, maybe 127 could be 'normal’ color, making 255/0/0 pure red(the texture wouldnt show through at all)
give an 'options’ button (beside the doodads model)when placing doodads of a type, when pressed a window with all possible variations(in checkbox’s,and a random checked variation is selected each time a new doodad of that type is placed), default custom color, default facing (1-360 would default to face that way -1 would give random angle, default min random scale xyz, default max random scale, xyz, default hight
We need more basic doodads, and less 'batch’ doodads… its ok to see the same light post 20 times, but its not ok to see the same building 20 times…
here is a list of all the basic doodads i can think of, that i havnt seen in the current doodads list.., especially if u wana see more good fps maps…(being so close makes them especially vulnerable to players getting visually bored…
every doodad aslong as atleast 1 of them is in the map, should have its name underlined (or something of the sort)
also its kinda easy to loose which doodad your on when placing (especially if u havnt narrowed the results with a search)
Terrain:
1. Texture Planes: flat 'planes’ that are essentially 5 movable points, (the 4 corners and the center), the plane would then stretch to the position(if possible not stretching the texture to much) of all 5 points, they would also be able to use every ground/cliff texture, and if possible ANY texture, or piece of texture the user chooses
2. completely vertical terrain, i dont want no 85 degree angles, 89 might be acceptable
3. snap to doodad: if possible the ability to snap a piece of terrain to a particular part of a doodad (hold a certain key, click a specific part of the doodad, and the terrain below it matches its hight, without raising the doodad itself (the nearest single square terrain unit),
4.sticky movement: same as for doodads, except locked at 0/45/90/ect
5. get rid of the spinny selection circle, replace with a solid line (or atleast put a solid line, with the spiny line over it…
allow for more cliff hights than 4…., we need atleast 8, and make them more uniform, except maybe the lowest, and the highest, which can be extreeme, also decrease the distance of cliff hight significantly (maybe 1/2-2/3 as tall as the default, to 1 level up hight is)
Pathing:
the pathing editor is a start.. but its kinda anoying i think sticking to squares might be better than the triangles…., also the pathing shape that is going to be added should be displayed on mousover (maybe in a semi-clear hue)
also more pathing options:
no-fly: not just the current 'no fly zone’ it should really be part of the regular pathing editor, and be mapable
no-ground: stops all ground based movement
no-build: stops the building or landing of structures on it..
no-drive: stops anything that has wheels from moving over it
Clear-Path: removes all pathing from a point (if used on cliffs, they become walkable.., if used on doodads it overwrites their pathing maps (not the maps of units/buildings however))
Climb-only: allows only units able to climb atleast 1 cliff level to pass over this terrain
Climb-only 2: allows only units who can climb 2 or more cliff levels to pass…
Slow-ground(-30%), slow-ground(-50%): Slows anything that is currently walking on ground by whatever %
drive-slow (-30%), drive-slow (
50%), Drivefast (+40%): increases or decreases drive speed by whatever %, on anything that has wheels.Extend-range(5%,10%,20%,30%,50%, 100%,): allows anyone on this pathing to have an attack, and sight range bonus against anyone on reduce-range pathing ONLY.
Reduce-range(0%.10%,50%,90%): reduces the range of anyone on it against units on extend range pathing, and reducing range, with the following formula: (oldrange/(1+(extendedrange%/100))*(1-(reducerange%/100))= new units range, but ONLY vs units on extend-range pathing.
also every one of these should be combinable if the person paints both over a the same point it would be affected by both..
It's called holding shift while putting down the doodad =P
That said, I wouldn't mind that option also automatically disabling the doodad's footprint.
@Mozared:
yea i did learn about holding shift shortly after making this page.. although i just cnpied it from that.. i kinda meant auto though cause more often than not i dont use the pathing req (maybe making shift enforce the req)
footprint = pathing map?, aka the grid that show where/what units can/cant go over it?
Shouldn't bump, sad but true :)
i agree that it's difficult to bypass, here .. anywhere ;)
Love the thread.. it's frowned upon that i bump more than once,
so ;) , i'll edit in when i get enough time to formulate (after rereading your wall)
i would hope for us to lobby all together but.. ... it's simply put.. as hard as it is in the Real World to lobby properly/effectively =o)
ps: apparently.. you can dispose of your "unnecessary" "bump" post (after the bump has taken effect)
I would really like to see tooltips on ALL the fields in the editor, and not just a few of them! :)
whats wrong with bumping after a long period of time? it shows im still interested while refreshing the topic.. also in this particular type of post the first post will contain all the relevent info for newcomers, so it doesnt really matter whats after that...
@wall tried my best to remove the wall, but the formatting here is horrid..
@lobbying together: im not really looking for commitment.. if you happen to find a problem with the editor.. just post it here.. even if blizzard doesnt fix the problem, as long as the problem is identified someone out there in 3rd party mods might make it :P