Hey guys iam new at mapping on starcraft long time i worked on world editor
So are there some maps i can learn from?Some good Tutorials or something like a open source dota map or hero map
I have to learn using a hero system and a nice heropicksystem ...
It would be verynice if you can post some Tutorial links or good resources...
also i want to know something about the galaxyeditor-mods
If you ever find yourself in a jam this is the best place to be, I unfortunately have no experience with the world editor (seeing as I jumped from Starcraft brood war to the Starcraft 2 editor, thus why my main profession was terrains for for the longest time), but I have heard the Starcraft 2 editor is basically a more customizable (and more complex at times) version of it.
The Wiki at the top is always a good place to start here, I know I have not used it nearly as much as I should. Look around a bit :) Hopefully some one will get a link or two for ya, but what do you need? Are you starting on the basics? or do you already know a bit on how to use the trigger editor, and how to edit data fields like field of view, unit scale, and such?
Nice to see a new or returning member. Unless you were an expert in the world editor before i wouldn't recommend jump mid stride into a map, else you get lost very quickly.
If your interested in starting in data (ie generally unit/character developing) i would recommend the wiki as joe mentioned, specially at the data concepts and then maybe at something like a projectile tutorial.
If you are instead interested in triggering (gameplay coding, dialogs, etc) i would review tutorials on the following concepts in order: if-thens, conditions, variables, arrays, loops, actions definitions, then function definitions in that order.
As for mods, they also you to store map information like your triggering/data, but cannot include terrain; for larger projects or ones that you want to reuse the same resources across a set of maps they are extremely helpful and also allow you to store more and load it differently for players. If you need further assist or are looking to do a particually system for a game but do not know how it is now done in the editor, there are many mappers here that are happy to help. gl hf
Thanks for the Replys :)! i think you are right and i should start slow :) The Galexyeditor is sooooo huge
I think my Goal is creating a good Hero map like dota or hero arena
and if someone wants to post some links Yes, that'd be great.^^
I'm just starting out with the editor as well. I've found these to be helpful with getting the basics down. They are a little dated with the editor interface but everything is still pretty clear.
"In Depth Beginners Guide" by NeoDeathXp. Decent tutorial but something is not right with the end of it.
"Starcraft 2 Galaxy Editor Tutorial 1" by genocide. Quick and to the point. Defintely open up with this one. Only 3 minutes long.
[Misc] Beginner Video Tutorial by brcosm
Basic Unit Setup" by Zeroame - Choppy Video...but is a lot of fun. I suggest not doing the Archon but some unit you like.
Also, Blizzard has a nice set of articles on the editor on the SC website. I highly recommend checking those out and working through them.
if i may.. in order to not get quickly frustrated or lost, you need to be "organized"
if your goal is to do a "hero" map:
do a new map for terrain only (as a matter of fact, do as many different "terrain" maps as you can :) ) that you will add to over many months (forever :D ) (furthermore, drawing a map is usually highly relaxing seeing as you will have to be working in an excel like environment for most of your time)
do your "main" mod that will be YOUR "excel" information map
so you can easily link it to any "terrain only map(s)"
.. a mod having no actual direct test interface you will have to link it to a "terrain" map (you open a "terrain" map and link the latest version of your mod via its "dependencies" menu then test it (via test document function or via publishing/testing it, by playing it as if it was "ready")
MOST IMPORTANT : do a million little test maps where you test a terrain feature or a change in data or a trigger (then a series of triggers that work to get the "effects" you want to achieve)
.. these little maps only serve to test out stuff that you will then add to your "main" mod or maps once you are sure they work .. this becomes very important when your mod / maps become very complex/layered .. for instance one trigger might work on its own, and not work when set with others (or if it is just misplaced for instance..)
.....
your main mod should be the place where you store all finished products for an end result
hero data, game mechanics you added/changed (like start or victory conditions for instance)
cherish it, make multiple saves (as in once a day/week .. before/after a big update) .. please trust me on this
....
your map(s) should be for "terrain" specific use (almost exclusively)
however, ("terrain") maps that you wish to use might also require specific "changes" added data/triggers/other.. and that is somewhat of a pickle :-P because these must not be "in conflict" with your mod's
(one of the most horrible/common mistake is to change your data on the "terrain" map thinking you are doing it on the mod map and after a 4 hour work session be at a loss why your mod didn't get "updated" correctly :/ )
...
ai: simply put, testers might be hard to come by (or not, every situation is different) and developing an ai capable of testing your stuff is more than useful
...
gameplan: don't start straight away with the hardest thing (maybe coolest too) you want to do, start slow and see where you get stuck, try on your own and then ask for help, give incentive to others to help (however you can) and most importantly give yourself incentives to continue/finish
(sorry to say, it is the norm on sc2 to not finish your project, that is not to say that you won't, succes just might be on your 3rd (or 33rd) rather than your first attempt)
...
mapster: if you persevere, you are here among family, so remember that it will be both good and bad, arm yourself with patience and love, steal all you can and thank people when they should be, but most importantly.. have fun
...
polish and originality: you will need lots for your gem to even be seen, .. enough said (sad i know, but that is an issue for later)
...
almost forgot .. glhf, may your galaxy flourish and astonish us all :)
Thanks guys for thos replys very helpfull :)
I have to say the Trigger editor is just AWESOME good and it feels like wc3 triggering even better :D
The Terrain editor/doodads also very nice
The only thing i am realy fighting with is the dataobjecteditor its realy hard to understand for me :o but i hope i will manage that soon.....
houndofbaskerville yeah you are right with many things :) but i think I just would like to make a basicmap not that Crazy System changes-(they are very awesome but i rly cant mess with that :) so I noticed that i just need to know
-Change the Ui to a nice hero Ui like diablo3 would be very cool
-A herolvl/abbility system / Heropick system
-Some cooool spells
-Finaly and Important for me ->How to convert My Wc3models to starcraft2 (i found a tut but its very complexity) Maybe someone know a easy way?
I orient myself on my old animemap in wc3 :D
Hey guys iam new at mapping on starcraft long time i worked on world editor
So are there some maps i can learn from?Some good Tutorials or something like a open source dota map or hero map I have to learn using a hero system and a nice heropicksystem ...
It would be verynice if you can post some Tutorial links or good resources...
also i want to know something about the galaxyeditor-mods
So i hope you can help me out :)
@Rasenregan: Go
A warm welcome new mapper.
If you ever find yourself in a jam this is the best place to be, I unfortunately have no experience with the world editor (seeing as I jumped from Starcraft brood war to the Starcraft 2 editor, thus why my main profession was terrains for for the longest time), but I have heard the Starcraft 2 editor is basically a more customizable (and more complex at times) version of it.
The Wiki at the top is always a good place to start here, I know I have not used it nearly as much as I should. Look around a bit :) Hopefully some one will get a link or two for ya, but what do you need? Are you starting on the basics? or do you already know a bit on how to use the trigger editor, and how to edit data fields like field of view, unit scale, and such?
Nice to see a new or returning member. Unless you were an expert in the world editor before i wouldn't recommend jump mid stride into a map, else you get lost very quickly.
If your interested in starting in data (ie generally unit/character developing) i would recommend the wiki as joe mentioned, specially at the data concepts and then maybe at something like a projectile tutorial.
If you are instead interested in triggering (gameplay coding, dialogs, etc) i would review tutorials on the following concepts in order: if-thens, conditions, variables, arrays, loops, actions definitions, then function definitions in that order.
As for mods, they also you to store map information like your triggering/data, but cannot include terrain; for larger projects or ones that you want to reuse the same resources across a set of maps they are extremely helpful and also allow you to store more and load it differently for players. If you need further assist or are looking to do a particually system for a game but do not know how it is now done in the editor, there are many mappers here that are happy to help. gl hf
Thanks for the Replys :)! i think you are right and i should start slow :) The Galexyeditor is sooooo huge I think my Goal is creating a good Hero map like dota or hero arena
and if someone wants to post some links Yes, that'd be great.^^
@Rasenregan: Go
Hi,
I'm just starting out with the editor as well. I've found these to be helpful with getting the basics down. They are a little dated with the editor interface but everything is still pretty clear.
"In Depth Beginners Guide" by NeoDeathXp. Decent tutorial but something is not right with the end of it.
"Starcraft 2 Galaxy Editor Tutorial 1" by genocide. Quick and to the point. Defintely open up with this one. Only 3 minutes long.
[Misc] Beginner Video Tutorial by brcosm
Basic Unit Setup" by Zeroame - Choppy Video...but is a lot of fun. I suggest not doing the Archon but some unit you like.
Also, Blizzard has a nice set of articles on the editor on the SC website. I highly recommend checking those out and working through them.
http://us.battle.net/sc2/en/blog/2774506
Hope this helps and good luck!
if i may.. in order to not get quickly frustrated or lost, you need to be "organized"
if your goal is to do a "hero" map:
do a new map for terrain only (as a matter of fact, do as many different "terrain" maps as you can :) ) that you will add to over many months (forever :D ) (furthermore, drawing a map is usually highly relaxing seeing as you will have to be working in an excel like environment for most of your time)
do your "main" mod that will be YOUR "excel" information map
so you can easily link it to any "terrain only map(s)"
.. a mod having no actual direct test interface you will have to link it to a "terrain" map (you open a "terrain" map and link the latest version of your mod via its "dependencies" menu then test it (via test document function or via publishing/testing it, by playing it as if it was "ready")
MOST IMPORTANT : do a million little test maps where you test a terrain feature or a change in data or a trigger (then a series of triggers that work to get the "effects" you want to achieve)
.. these little maps only serve to test out stuff that you will then add to your "main" mod or maps once you are sure they work .. this becomes very important when your mod / maps become very complex/layered .. for instance one trigger might work on its own, and not work when set with others (or if it is just misplaced for instance..)
.....
your main mod should be the place where you store all finished products for an end result
hero data, game mechanics you added/changed (like start or victory conditions for instance)
cherish it, make multiple saves (as in once a day/week .. before/after a big update) .. please trust me on this
....
your map(s) should be for "terrain" specific use (almost exclusively)
however, ("terrain") maps that you wish to use might also require specific "changes" added data/triggers/other.. and that is somewhat of a pickle :-P because these must not be "in conflict" with your mod's
(one of the most horrible/common mistake is to change your data on the "terrain" map thinking you are doing it on the mod map and after a 4 hour work session be at a loss why your mod didn't get "updated" correctly :/ )
...
ai: simply put, testers might be hard to come by (or not, every situation is different) and developing an ai capable of testing your stuff is more than useful
...
gameplan: don't start straight away with the hardest thing (maybe coolest too) you want to do, start slow and see where you get stuck, try on your own and then ask for help, give incentive to others to help (however you can) and most importantly give yourself incentives to continue/finish
(sorry to say, it is the norm on sc2 to not finish your project, that is not to say that you won't, succes just might be on your 3rd (or 33rd) rather than your first attempt)
...
mapster: if you persevere, you are here among family, so remember that it will be both good and bad, arm yourself with patience and love, steal all you can and thank people when they should be, but most importantly.. have fun
...
polish and originality: you will need lots for your gem to even be seen, .. enough said (sad i know, but that is an issue for later)
...
almost forgot .. glhf, may your galaxy flourish and astonish us all :)
Here's a list a regularly visit: http://www.sc2mapster.com/wiki/galaxy/tutorials/
This is a tutorial for people moving from wc3 to sc2. It helped me a lot: http://www.sc2mapster.com/forums/resources/tutorials/5868-data-moving-from-world-editor-to-galaxy-editor-part/
Welcome the more the "marry er" always nice to see more people taking interest in this beautiful art!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
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Thanks guys for thos replys very helpfull :) I have to say the Trigger editor is just AWESOME good and it feels like wc3 triggering even better :D The Terrain editor/doodads also very nice
The only thing i am realy fighting with is the dataobjecteditor its realy hard to understand for me :o but i hope i will manage that soon.....
houndofbaskerville yeah you are right with many things :) but i think I just would like to make a basicmap not that Crazy System changes-(they are very awesome but i rly cant mess with that :) so I noticed that i just need to know -Change the Ui to a nice hero Ui like diablo3 would be very cool -A herolvl/abbility system / Heropick system -Some cooool spells -Finaly and Important for me ->How to convert My Wc3models to starcraft2 (i found a tut but its very complexity) Maybe someone know a easy way? I orient myself on my old animemap in wc3 :D
my advice?
mapster/forum/artist tavern