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Galaxy / General / Galaxy Editor

The Galaxy Map Editor is another name for the map editor for StarCraft II. However, on your computer, it will merely appear as "StarCraft II - Editor" and does not mention Galaxy on the loading screen.

It was made available in the beta in April 2010.

The StarCraft II Editor improves upon the World Editor from Warcraft III in many ways. However, some may find it more difficult to use because of its expanded functionality.

Startools, a proprietary tool set, are included with the editor but have limited functionality currently.

Blizzard intends to have increased support for modding and custom maps upon the release of Heart of the Swarm in patch 1.5.

FEATURES

Files

  • All unit abilities will be data driven, enabling great freedom when designing unit abilities.
  • Every game database file is exposed for modification. The trigger editor features the ability to define custom functions and libraries.
  • Galaxy maps are capable of holding thousands of triggers, locations and doodads. It will make all the triggers in the program available to mapmakers.
  • Map "locking" will be enabled, which encrypts most of the map file, which ensures that no one will lose credit for creating a map.
  • Blizzard now hosts maps and mods on their servers, unlike in any previous Blizzard real time strategy game.

Graphics

  • Climate graphical effects will be available in the map editor.
  • The map editor will support text color.
  • Lightning effects can be adjusted.
  • Creators are able to view maps largely how they would be visible in-game.

Terrain

  • A number of tilesets are available. Tilesets can also be customized with some work.
  • Terrain textures can be blended, which enables a map maker to make terrain look less uniform, where in previous editors created by Blizzard this was a greater issue. Doodads can be freely added to any tile set.
  • The maximum map size is set at 256 x 256 but can be as small as 32x32. Map size can also be restricted by controlling the camera boundaries, preventing units from entering "off-screen" terrain or building there.
  • Water (and other liquid textures, such as lava) levels are adjustable, even during game, however, water does not provide pathing for units.
  • There is no auto-mirror function.

Units

  • Map creators have greater access to modifying teams, player colors, game modes, and placement of neutral units.
  • There are some unit models and textures which are not available in single player but still exist as content.
  • Some of the units and abilities that did not make the final cut past beta (and even alpha) are still be accessible through modification.
  • Single-player-only units will be in the map editor. The Tauren Marine is an example of this.
  • Units can be "attached" to other units, and units are capable of launching other units as their attack.
  • Heroes can carry items in StarCraft II UMS maps through the use of a toggle, and can carry more items than heroes in Warcraft 3.
  • Hero units can gain experience, leaving room for MOBA-style maps, such as Hero Attack and Storm of the Imperial Sanctum.
  • Heros can have customized attributes.
  • The footprint of structures can be adjusted to whatever the editor desires (such as "square" buildings).

UI

  • The UI can be customized, however, can have bugs and limitations.
  • The map editor can handle third-person and first-person maps, however, does not support multi-plane maps (multiple story buildings) without units clipping each other and a lot of work from the map creator's side.
  • Blizzard was able to design an old-fashioned "Lost Vikings" top-scrolling space shooter game within the editor.
  • The map editor can create new HUDs, quest interfaces and dialogue. It even supports "mouselook", so moving the mouse influences the player's view.

Miscellaneous

  • Upgrades can be extended arbitrarily, and can be modified using triggers.
  • Custom races are supported.
  • There is support for one more resource.
  • The AI will be script-driven and completely exposed. It will attempt to analyze data and see what the player is doing without "cheating", instead scouting.
  • The entire Zerg reveal trailer was made in the level editor, including the Blizzard logo.
  • "Wrap-around" maps can be made, so that units that walk off one edge will appear on the other side. However, they cannot exchange shots.
  • Story Mode Space is all done in the map. Heroes from Story Mode can appear in-game, and in-game units such as the Thor can appear in Story Mode.
  • Information can be stored in "banks", such as characters, which can be moved from map to maps and games.
  • All information for maps will be stored within the map file (such as sound files). Mods can be made available as a single mod pack.

Galaxy Language

The editor features a proprietary scripting language called Galaxy based on C, but users will also have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the scripting language.

Galaxy will not be object-oriented, but most of the functionality is based on modifying game objects.

Triggers will be able to "communicate" with each other. The editor supports custom function definitions; for instance, a map maker can create their own actions built up from actions (or custom script code) and use them in triggers.

Galaxy features a "garbage collection" system which will prevent memory leaks

Reference

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  • 2 comments
  • Avatar of ScottyBabybOy ScottyBabybOy Mar 30, 2011 at 07:24 UTC - 0 likes

    where do you download galaxy editor?

  • Avatar of Jarfield Jarfield Dec 24, 2010 at 01:24 UTC - 0 likes

    why none,I thought there are someting about Galaxy Editor

  • 2 comments

Facts

Date created
Oct 29, 2010
Last updated
Mar 17, 2012