I’m brand new to using SC2 map editor. I’m almost done with the design for my first map and figuring out that part has been pretty simple (though I realize that just making the terrain and slapping doodads on it is probably the easiest part). I don’t even know exactly where to post this because I just sort of have some general questions and I’m not sure what categories they involve. The tags listed are just semi-educated guesses.
Generally I’m looking for anyone who can directly answer the questions or if you can suggest to me a good tutorial on the creation of mods that answers the questions and isn’t from forever ago (post LoTV is preferable). I’ve already written 70+ pages of planning (concepts, story, dialogue, mission design, etc.) so I’m pretty committed to seeing this through.
My first question regards dependencies for both map and mod creation. From what I can gather, Liberty/Swarm/Void mod & multi-mod dependencies are incompatible because they have differing stats for the same units. When you load multiple, conflicting dependencies like that does it just add two of the same unit or overwrite the unit (so long as it has the same ID) with whatever data is further in the load order? The plan is to add units and change the stats on some, so I’ll be changes a lot of the data anyways (as tedious as it will be).
Also from what I understand, the mod & multi-mod dependencies are mainly associated with melee/multiplayer games. Seeing as how Blizzard has added units and abilities (as well as taken them away) for melee/multiplayer which aren't in the campaign, when that data is overwritten--or if you do not include certain mod/multi-mod dependencies period (WoL/HotS)--do you not get the assets associated with those?
Second, what is the “glue” dependency?
Now, for my last question, I’d like to know if what I have in mind for the mod/maps/campaign is even possible with the tools available in the map editor. The concept I have in mind is kind of like the WoL upgrade system with the Laboratory and Armory upgrades, but more complex. It would involve an elaborate menu screen that would function like the WoL campaign where you go to different ‘locations’ on the Hyperion for purchasing the upgrades. The credits and other resources you use to purchase upgrades would need to be constantly updated after every mission and are based on mission performance. On top of this, it’s also a non-linear story (like regular campaign) where you have an option of the next mission you’d like to play. This would mean that each mission could involve different units, stats, research, and unit stats based on what missions you played before it.
All of the custom campaigns I’ve played or seen let’s-plays of have been linear mission lines with very bare-bones menu screens. Any upgrades you received during the playthrough were automatically provided and set for each mission. I’m wondering if that’s because that’s the way the creator chose how to do it or if that’s all that the map editor allows.
If you’d like me to clarify any of these things, just ask.
LoTV should have all the stuff HoTS, and WoL have and more, just with slightly different balancing. So you should only need to add LoTV, and the campaign data if you want that. See picture for the dependencies I would go with.
For the upgrades:
- Presentation wise: I would probably follow other campaign that have map loaders. Often map makers will make one file that is purely for loading up missions. They'll create little scenes in these maps that represent what the mission will be about. The camera looks at these scenes when clicking a button. Then when hitting load or play, it'll jump to the new map file. You could make little scenes and UI for your upgrade menus.
- Behind the scenes: You'll want to look into using "Bank" files. Go here: https://sc2mapster.gamepedia.com/Tutorials and do a search for Banks. Not much has changed, so even old tutorials are fine. Banks are just text files that get saved to the players computer and can include things like integers, booleans, and some other variables. So when a player is interacting with your upgrade UI, you can create a bank file. Your maps can then read that bank to see what upgrades they chose, you then activate them in your map.
Hey, thanks for your advice here. I wanted to check out some of the tutorials before replying. There is a lot of helpful stuff on that page and it should be good enough to at least get me well on my way. Thanks!
For your last question: What you want to do is very much doable just considerably more time consuming to make than a barebones menu with linear campaign. Your "menu" would be the hub map that all missions return to on completion and the rooms would be parts of the terrain that the camera is moved to (else do like WOL and have a blank map and create/destroy everything as needed). The credits, resources and unit choices/stats could all be stored in a central bank file shared between all maps in the campaign.
First thing you should focus on is the bank system so that it saves everything correctly and initialises everything correctly on map loading.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?