Is it possible with SCII editor to basically create your own RTS game using your own models, animations and textures?
Because for my uni course me and my mates are wanting to create an RTS similar to the settlers time period.
Here is what we would like to aim for.
- Large open areas detailed with cliffs, mountains and the usualy environmental stuff. >:3
- Large maps. Very large maps... either that or maps which load into each other via roads.
- Trees which can be cut down for wood
- Rocks, Mines and Quarrys that can be mined for Stone, ores and other things.
- Water that can be used to fish and gather water for the villagers.
- An ecosystem which has animals etc which can be hunted for food, fur, skin and stuff.
- Weather and season changes and day and night cycles.
- A large collection of different materials to collect. Wood, Stone, Iron, Meat, Fruit, Fish etc etc etc
- Villagers which age and reproduced every-so-often to keep the village thriving and even expanding.
- A variety of activities the villagers can perform to gather resources, construct buildings and create products.
- Walls, Homes, Stores, Towers, Carts, Upgrades from Wood Houses to stone.
Would this be possible. I know it is a big idea and would be very difficult but would this be possible within SCII editor. I have no experience yet with it but I am going to learn!
I honestly can't see anything that is impossible in that list. Maybe "Very large maps" might be a problem because there is a limit to a map's size. Also, to edit the resources and resource types you'll need to open your map's file because at the moment you cannot edit resource types in the editor.
Cool. I am studying games design at Uni and have been following blizz for ages and saw SCII and was amazed by the editor.
I am just wondering how I can start off small. Like do bits of what I am aiming for then bring them together.
With the Sc][ Galaxy editor, you may build whatever you want but their is certain limit...
I know 2 primary one..
With a multiplayer map only.
1st-The size of the map can't oversize 256*256 squares. The only way you could increase it, would be to divise by 2 the whole data file which would take years.
2nd-The size of the map can't overweight X Mo. (Don't remember exactly, in Wc3 it was 8 Mo)
And that's all about the trouble you may encounter.
For the 1st problem, if you aren't publishing in multiplayer, that wouldn't be troublesome anymore because with banks you could save data from a map to an other. It would be possible to do such a thing in multiplayer if you were giving each datas keys in a Save/Load character system. But it would also takes years and much much patience :)
But that, everything you said is Completly possibl, you could even pushs it farther. For the ressources, the easiest way would be to make them as variables that show on a leaderboard as strings.
Hope you good luck, Mappers are the futur !!! So I am ! o,.0
I'd leave the terraining for last. Firstly I'd start to get acquainted with the Data editor, how it functions, data idioms and paradigms (how things are usually done), its limits and its uses. Mastery of the Data editor is necessary to create a solid foundation for your map.
Next, move on to the Trigger editor. See how it works, why it is used (for scripted sequences in response to map events) and good trigger practices. The Trigger editor will add that sparkling shine to compliment the work you've done in the Data editor.
Finally, use the Terrain editor and give shape to your map. I'm not too good with this myself but there are tricks (such as careful use of doodads) that will make your map spectacular.
Much of the work is already done in the Starcraft II engine. It's up to you to master these three components to potentially make something completely unrecognisable from Starcraft II.