I feel like the current version of the Galaxy Editor is very incomplete. How do you set start locations? Why can't we remove a link to an unneeded actor without destroying the actor itself? It's also very, very, VERY difficult to create new weapons; have them get upgraded, appear upgraded, etc.
I also can't export my data. I want to be able to save the progress of the units, abilities, etc. I've made and be able to import them into a different map. Also, promised scrapped units aren't there. :P Also, the editor has a very "bear-bones" feel to it. There's some things missing from the Galaxy Editor that the War3 editor could do; like setting a unit's HP and Mana on the MAP, not within the data editor, and also being able to set which part of the tech tree is available and which is not for campaigns where you gradually get more of the tech-tree as you go along the levels. It feels very un-user friendly, and hard to latch onto.
Good things about it: Extremely powerful. I love the new "Command Card" selection where you can put new abilities on the card for units to use. I love being able to change regen rates for HP, and EP, and I'm pleased with the ability to make new units (though, making actors is a pain). I like being able to place burrowed units, that should be fun for campaigns. I wish I could link more things to each other manually. Like linking an original model instead of a copy (sometimes copies of spells, effects, etc. do not go over well, like trying to make a copy of Psi Storm, you DO NOT want to copy all the parts of it, otherwise, the storm part doesn't show up), or the original sound with the new actor, etc.
One thing I would like, if possible, is a SC1 mode, where you have all the units, tech trees, etc. from SC:BW since we can already import SC1 maps. I tried importing a campaign map I was making for SC1, but it didn't come out well (and I was technically using the same tileset: Twilight -> Shakuras). I hope for this because I'm trying to make a SC1 campaign of recent, and no one will play it because SC2 Beta is out. So, I'm hoping I might be able to convert it over to SC2, using SC1 units somehow. This is a lot to ask for, but I can dream. :)
But I am pleased at the way this is going and I hope that improvements will be made in the near future.
Oh, thanks! Though, when you test the map, the start location for some odd reason doesn't work. I set it to Player 1 (the one you play) and it doesn't center on my Lair as I have it set.
Anyway, other things: I can't find a way to swap out sounds for a new weapon, and usually when duplicating effects/sounds, some of them fail to work. Like if I duplicate the needle spines without making custom effects with the normal sounds, I get no sound, and sometimes the projectile goes in random directions. Not fun.
I really want to the ability to be able to change models and sounds that are connected to the weapon without much difficulty. It would save me a lot of headache.
More problems: In the requirements area, if you make a requirement using a Count Ability type, it'll clear your selected ability if you you leave and then come back to edit it. The section for selecting the ability is blank, and will not allow you to select a new ability until you change the type or click on another requirement node.
Another problem: The map editor tends to crash whenever I try to swap to a different map in the window section. :/ I can usually do it once, and then the second time, it crashes.
I feel like the current version of the Galaxy Editor is very incomplete. How do you set start locations? Why can't we remove a link to an unneeded actor without destroying the actor itself? It's also very, very, VERY difficult to create new weapons; have them get upgraded, appear upgraded, etc.
I also can't export my data. I want to be able to save the progress of the units, abilities, etc. I've made and be able to import them into a different map. Also, promised scrapped units aren't there. :P Also, the editor has a very "bear-bones" feel to it. There's some things missing from the Galaxy Editor that the War3 editor could do; like setting a unit's HP and Mana on the MAP, not within the data editor, and also being able to set which part of the tech tree is available and which is not for campaigns where you gradually get more of the tech-tree as you go along the levels. It feels very un-user friendly, and hard to latch onto.
Good things about it: Extremely powerful. I love the new "Command Card" selection where you can put new abilities on the card for units to use. I love being able to change regen rates for HP, and EP, and I'm pleased with the ability to make new units (though, making actors is a pain). I like being able to place burrowed units, that should be fun for campaigns. I wish I could link more things to each other manually. Like linking an original model instead of a copy (sometimes copies of spells, effects, etc. do not go over well, like trying to make a copy of Psi Storm, you DO NOT want to copy all the parts of it, otherwise, the storm part doesn't show up), or the original sound with the new actor, etc.
One thing I would like, if possible, is a SC1 mode, where you have all the units, tech trees, etc. from SC:BW since we can already import SC1 maps. I tried importing a campaign map I was making for SC1, but it didn't come out well (and I was technically using the same tileset: Twilight -> Shakuras). I hope for this because I'm trying to make a SC1 campaign of recent, and no one will play it because SC2 Beta is out. So, I'm hoping I might be able to convert it over to SC2, using SC1 units somehow. This is a lot to ask for, but I can dream. :)
But I am pleased at the way this is going and I hope that improvements will be made in the near future.
Terrain Editor > Points > Start Location :)
Unit Set Property
Oh, thanks! Though, when you test the map, the start location for some odd reason doesn't work. I set it to Player 1 (the one you play) and it doesn't center on my Lair as I have it set.
Anyway, other things: I can't find a way to swap out sounds for a new weapon, and usually when duplicating effects/sounds, some of them fail to work. Like if I duplicate the needle spines without making custom effects with the normal sounds, I get no sound, and sometimes the projectile goes in random directions. Not fun.
I really want to the ability to be able to change models and sounds that are connected to the weapon without much difficulty. It would save me a lot of headache.
More problems: In the requirements area, if you make a requirement using a Count Ability type, it'll clear your selected ability if you you leave and then come back to edit it. The section for selecting the ability is blank, and will not allow you to select a new ability until you change the type or click on another requirement node.
Another problem: The map editor tends to crash whenever I try to swap to a different map in the window section. :/ I can usually do it once, and then the second time, it crashes.
This may be a memory leak problem. I've had it crash a few times when I close a second map, though.
@AegisRunestone: Go
You can export data in the MPQ Browser of GE
open console
type in browse
and then you can export single datas
only thing which seems not be in yet - is that you cannot import "reserved" files with that :)