Two things I would like directly linked to our own project:
- We want mapchange already! Otherwise it's just not possible to progress through maps like in a campaign or even a RPG, neither via Bnet nor locally.
- Let us use more space for modfiles on bnet or make it possible to store modfiles locally and still use them (needs some protection though) in bnet. This would enable us to go fullscale with a project like Vector and design a whole singleplayer game (or multiplayer if it's usable thorugh battlenet) with full art and sound, not limiting us to the small storage provided to us.
- oh and yea, most of the things already mentioned too
PS: maybe make it possible to create a developerteam right in Bnet, either giving them additional space or sharing their own (bigger team -> more space for a single project) and of course give that team some kind of unique ID, this way it doesn't matter who uploads what -> teamwork works \o/
This response is looking forward a bit, I'm hoping the map market will be robust enough to allow for features like 'trial versions.'
For example. If someone makes a DOTA map and it's worthy of being charged a premium, can the author allow for a free version with only one or two characters playable? A key factor here is that the free version would have to be able to play with the paid people for a real multiplayer experience.
Trigger/ function to get a player's name as a string.
Map Transitions, let us make custom campaigns.
Triggered WASD movement that isn't almost restricted to single player games.
Lighting applied to a specific player only.
Export data to file so it can be imported into a mod or another map.
Official documentation to the editor, especially Actor Events (I have no clue what I am doing here).
Offtopic
We need some sort of community manager or customer service representative which actually listens to some of these issues in the custom mapping community AND responds to them. If no custom maps were released, how many people would still be playing?
Smaller Pathing units, (These red/yellow/green triangles should be divided by 2 at least!)
Possibility to hide buffs icon left to units wareframe (Need to hide the Leveling Stat Buff over my heroes...)
Possibility to Connect map togheter on battle.net
a MUCH better custom game Search system on battle.net (It has been impossible to me to find a map i wanted even if I wrote inside the whole game name.)
Possibility to choose beside Blizzard made and Customers made map in custom game list
And further more!
The possibility to let people join already STARTED custom game if the Host (or player 1) has set the ALLOW before game start, THIS would let people join in an RPG map that started long ago! OR maybe the possibility to invite people to join in the game.
Tanx for listening... Reading
MIKE
EDIT:
More Report possibilities, i know there is Spamming, but what about Name Infregment?, Insults?, Harass?, things like overreacting, trolling, eating while playing?
MUCH IMPROVED Key press detection system that doesn't lag like if the computer was playing at Extreme with a 32 Mo Video Card.
Make it so abilities can gain "ratios" from custom made stats like if i made an ability power, or attack power stat. make it so i can pick a number 0-1 that'll multiply a chosen variable to multiply the damage by. be even better if you can do multiple ones with different ratios (like in League of Legends)
make it easier to make items? im making an impossible bosses type map an every item i make takes about 10 mins an requires me changing about 8-10 different data tabs. some kinda compact version, like when making items through triggers, would be nice. (the problem with trigger mae items is u cant saveload them)
Set up something like Google Moderator so Blizzard can always see the most important questions and suggestions
Allow us to link to maps and games inside BattleNet. This way fansites like mapster could implement their own custom game list and mapmakers could link their maps directly. It would just need some filetype which is by default associated with sc2 and when opened joins the map specified in the file.
Increase the 1/16th game cycle to 1/32nd so we at least get 30~ FPS on triggers. One of the big problems I've run into with tracelines and collision detection in general is that to get things to go faster you have to increase the increments they travel per game cycle. The fallout of this is that with small objects your projectile may be going fast enough to skip over them. IE you have a projectile going 3 distance units per cycle, and are trying to hit a target with a radius of 0.5 distance units. Since the game cycle time is so long your projectile has already completely bypassed the radius of the target, essentially ghosting by.
Things get really messy when you start using long distances, variable speed projectiles, variable sizes, non-linear trajectories, etc... I've had to scrap a lot of weapons, enemies, and gameplay elements because they become too buggy at high speeds. Also for really fine movements where you use the Move Unit instantly you lose alot of resolution and for larger movements you get a choppy transition.
I think the Editor's power is obviously amazing; i would just love to see it furthered by being more flexible in some areas, and being slimmed down in terms of complexity.
Terrain - Allow use of as many cliff tile sets and terrain tile sets as wanted. Including imported.
Terrain - a much better water tool.
Terrain - a expanded cliff system to allow more cliff levels.
Terrain - True support for underground/multilevel design. Currently cannot be done in the ways we assume (hell we cannot even do bridges) because of lack of pathing types. This also goes into Data editor stuffs, but Terrain specifics could be included.
Terrain - MUCH better road system. Road system also includes "track system" for trains. Ability to import custom road designs and use them.
Terrain - More control over density and scaling of your foliage. Option for foliage to be in different types (such as, picking a tileset to fill only, then having the option to spawn only the grass foliage, or grass AND bones. Things of that nature)
Terrain - Havn't seen an option to import a way to use custom foliage? Is this possible through the data editor? If so, this would be sweet for auto spawning forests... discard this item if true.
Data - Tooltips on the more obscure fields. Currently, tooltips are mainly on fields which are self explanatory.
Data - User Created Plane Arrays.
Data - User Created Height Map Options to create new planes for movers to interact with (such as underground, high altitude, bridges, ect ect)
Data - User Created Pathing Modes (to pair with the last 2 items)
Data - User Created Pathing Flags
Data - Movement Mass (variable which causes the unit to slide, almost like units could in SC1. The higher the variable, the "heavier" the unit. Slide amount is determined based on weight + the unit's speed.)
Data - Rework the "Strafe Radius" stat to work more anchored. Suggest renaming too "Movement Turning Radius". Variable determines the scale of curve units will make while traveling in a change of direction. The faster the unit is moving, the radius increases.
Data - "Movement Turning Radius Exponential"; determines how much the turning radius multiplies based on the unit's speed. If set at 0 for example, the radius will not increase at all; no matter what speed.
Data - LoS Arc Angles (works similarly to the Firing Arcs)
Data - LoS Arc Fixed Orientation (meaning you can adjust the firing arc facing to face out've the unit's left, or right for example.)
Data - LoS Arc + LoS stat fields usable on turrets (meaning that if you had a unit with a turret that used an LoS Arc, that plus the Turret's Fidget could give the effect of "looking" for the base unit, rather than the base unit having a fixed LoS Arc that doesn't follow the Turret)
Data - Firing Arc Fixed Orientation as well.
Data - Custom Stat Pool options (such as energy, life, sheild pools? It'd be nice to create your own pool types to interact without resorting to triggers, or charges on abilities. For example, wouldn't be sweet to have a custom field created where units have an "Ammo Pool" that intereacted with the units Attack costing X Amount of this pool as a resource? You can already control interesting aspects of the pools available, why not just beable to create new ones too.)
Data - Custom Resource (unlimited. Similiar to Pools. Would go beyond the Terrazine)
Data - Custom Supply Resource (allows for multiple types of supply. You could have a supply pool for buildings and a supply pool for units if you wanted)
Data - Movement ; Movement fidget (causes units to Zigag during movement; frequency of course variation and amount of course variation could be variable)
This is all I have for now.
On a side note, where the hell our the promised SC1 Units and Scrapped stuff? I mean, all of the sites I went too kept track of every single scrapped thing because we were all told we were getting them... but where are they? Are we really waiting until the expansions are done for these to come out? Ugh.
Also, would like to see a repeat of the Warcraft 3 Art Tool for SC2. Would be lovely and just plain awesome. Still for Max I assume, since Blizzard seems to prefer Max for modeling.
A hero creation wizard would be lovely.....I don't want to spend three hours creating one single hero, than have to spend three hours on every single ability for said hero.
Here is a major bottleneck compared to Warcraft 3: a single command card cannot display more than 32 different icons due to a combination of three issues. If only one of these limitations were resolved it would be possible:
- Allow more than 32 buttons per command card
- Allow upgrades to modify a button's Icon
- Allow CatalogFieldValueSet to modify a button's Icon
It's small but really annoying; if i style some text in the ever-so-ubiquitous styled text boxes that they offer, then switch to Raw text mode (for copying or something) then i can't switch back because it will butcher my styling (after complaining about "partial or empty tags that will be removed"...
I'm not sure if this has been mentioned already, but asides from the syntax checker bug, It would be really nice to have syntax checker that doesn't highlight 1 character at a time (because it's really annoying) Whenever I copy/paste my script, it re-highlights the whole thing one character at a time and if my script is 5 pages long the editor just hands there for like a minute before it starts highlighting everything.
-tooltips on ALL fields, tooltips, tooltips, tooltips, tooltips... did i mention tooltips!?
-learn ability and items are currently not able to be transient. Please fix this, they were transient capable in war3 and should be an easy fix.
-the inventory system leaves MUCH to be desired: the hotkeyable slots in an inventory type ability are limited to 6 and should be higher limit, you cannot separate carry vs equip behaviors on items in the hotkeyable inven slots, the size of icons for both hotkey and container type item slots are not changeable, you cannot view the items in another player's hero inventory (hotkey slots), you can only view the items carried by another player's hero item container IF they have the same type of container, the triggers for inventory items are terrible and need MUCH help, why do they index items by the order they were picked up instead of by the slot they are occupying!?
-did I mention tooltips for the data editor fields yet?
-32 ability limit on units is too low, I used these up very very quickly. blizz mentioned a possible increase to this limit months ago but never followed through. the limit of 32 Command card icons is annoying but more reasonable since it is per CC not per unit.
-actor events field needs copy paste support (not within one unit by right click copy/paste). Copy the entire events+ field from one unit to another like you can with 99% of other data editor fields.
-allow us to change flags/attributes on units DURING game. For example a unit learns an ability that gives it large armor bonus, you cannot add the "armored" flag/attribute to it during game upon learning this ability.
-did i mention tooltips on ALL fields in the data editor?
-some basic descriptions for commonly used terms in the data editor. Example: what exactly is "source" vs "caster" vs "origin"!?
-queue-able inventory manipulation that existed in war3. Currently if you queue your unit to pick up an item, drop another item, and pick up another item it will fail. Also, imagine that you have 6 inventory slots and 1 of them is a stackable item. You have 4 slots occupied and you que your unit to pickup an item and then pickup another item that will stack with an item you already have, and finally pick up another item. Your unit will pick up the first item and the 2nd item, which instantly stacks into your existing item stack but temporarily filled your 6th slot and causes the last order to pickup another item to be canceled. All of these things were possible in war3 using shift and queues.
Other changes/requests:
-increase max file size from 10.5 MB to something realistic like 30 MB. In war3 we had an 8 MB limit and the models/sounds/icons/textures etc were all of much lower quality/lower filesize formats which made 8 MB reasonable. We moved several years into the future and increased the data requirements/file formats for all these objects and you only gave us 2 more MB to use?????
-CROSS REGION SUPPORT!!! MOST of the custom map communities are cross region groups of players who are now unable to play the games they love with their friends. It is simple solution, DISABLE ladder/league on a single global server for custom maps only.
-Please pay more attention to the custom mapping community and less attention to the ladder players. The custom mappers have increased the lifetime of your previous games (sc, wc3) by at least 5 years each which earns you more money through continued sales of your games which became outdated. You announced the patch 1.2 changes and then spent 5 WEEKS internally and publicly testing the miniscule changes to ladder and implemented 0 additional map editor changes in that 5 weeks. This includes things you hinted that we would get such as playername to string, increased ability limits per unit, etc.
P.S. thank you blizzard for suddenly acting like you care about custom mappers, and thank you for creating this thread and good luck with your project.
P.S.S. Did i mention that the data editor needs TOOLTIPS ON ALL FIELDS!?
I would like to see the ability to create new movers and pathers with more flexibility. Specifically, where is my water pathing!!!!! People have said it before and I want to reiterate, making it so you can tilt the water planes and adjust the tile size of the water would be fantastic. As it is now water forces us to design around it rather than us being able to bend the water to our will. Grrrrrr....
Also, a new unit Wizard PLEASE! Good lord do I want to stab my eyes out making units.
I'v asked for it once before in the blizz forum way back when. (And even got a "maybe" response )
But please allow us to attach actors together through individual opsites.
Currently the to-be-attached actor will be attached ONLY by it's 'main' opsite to the custom opsite on the host actor.
What would be fantastic is if we could attach it from opsite to opsite. for instance attach actorA by ActorA 'weapon01'
Cheers!
being able to make libraries with private functions, makes it so much easier.
Two things I would like directly linked to our own project:
- We want mapchange already! Otherwise it's just not possible to progress through maps like in a campaign or even a RPG, neither via Bnet nor locally.
- Let us use more space for modfiles on bnet or make it possible to store modfiles locally and still use them (needs some protection though) in bnet. This would enable us to go fullscale with a project like Vector and design a whole singleplayer game (or multiplayer if it's usable thorugh battlenet) with full art and sound, not limiting us to the small storage provided to us.
- oh and yea, most of the things already mentioned too
PS: maybe make it possible to create a developerteam right in Bnet, either giving them additional space or sharing their own (bigger team -> more space for a single project) and of course give that team some kind of unique ID, this way it doesn't matter who uploads what -> teamwork works \o/
This response is looking forward a bit, I'm hoping the map market will be robust enough to allow for features like 'trial versions.'
For example. If someone makes a DOTA map and it's worthy of being charged a premium, can the author allow for a free version with only one or two characters playable? A key factor here is that the free version would have to be able to play with the paid people for a real multiplayer experience.
Or an RPG with a level capped free version?
Etc.
@Creation25: Go
Editor
Offtopic
We need some sort of community manager or customer service representative which actually listens to some of these issues in the custom mapping community AND responds to them. If no custom maps were released, how many people would still be playing?
Peace man,
Here're my needs:
And further more!
Tanx for listening... Reading MIKE
EDIT:
some idea on editor improvements i have.
Make it so abilities can gain "ratios" from custom made stats like if i made an ability power, or attack power stat. make it so i can pick a number 0-1 that'll multiply a chosen variable to multiply the damage by. be even better if you can do multiple ones with different ratios (like in League of Legends)
make it easier to make items? im making an impossible bosses type map an every item i make takes about 10 mins an requires me changing about 8-10 different data tabs. some kinda compact version, like when making items through triggers, would be nice. (the problem with trigger mae items is u cant saveload them)
Two more ideas:
Increase the 1/16th game cycle to 1/32nd so we at least get 30~ FPS on triggers. One of the big problems I've run into with tracelines and collision detection in general is that to get things to go faster you have to increase the increments they travel per game cycle. The fallout of this is that with small objects your projectile may be going fast enough to skip over them. IE you have a projectile going 3 distance units per cycle, and are trying to hit a target with a radius of 0.5 distance units. Since the game cycle time is so long your projectile has already completely bypassed the radius of the target, essentially ghosting by.
Things get really messy when you start using long distances, variable speed projectiles, variable sizes, non-linear trajectories, etc... I've had to scrap a lot of weapons, enemies, and gameplay elements because they become too buggy at high speeds. Also for really fine movements where you use the Move Unit instantly you lose alot of resolution and for larger movements you get a choppy transition.
@Foolish_Fool: Go
I think the Editor's power is obviously amazing; i would just love to see it furthered by being more flexible in some areas, and being slimmed down in terms of complexity.
Terrain - Allow use of as many cliff tile sets and terrain tile sets as wanted. Including imported.
Terrain - a much better water tool.
Terrain - a expanded cliff system to allow more cliff levels.
Terrain - True support for underground/multilevel design. Currently cannot be done in the ways we assume (hell we cannot even do bridges) because of lack of pathing types. This also goes into Data editor stuffs, but Terrain specifics could be included.
Terrain - MUCH better road system. Road system also includes "track system" for trains. Ability to import custom road designs and use them.
Terrain - More control over density and scaling of your foliage. Option for foliage to be in different types (such as, picking a tileset to fill only, then having the option to spawn only the grass foliage, or grass AND bones. Things of that nature)
Terrain - Havn't seen an option to import a way to use custom foliage? Is this possible through the data editor? If so, this would be sweet for auto spawning forests... discard this item if true.
Data - Tooltips on the more obscure fields. Currently, tooltips are mainly on fields which are self explanatory.
Data - User Created Plane Arrays.
Data - User Created Height Map Options to create new planes for movers to interact with (such as underground, high altitude, bridges, ect ect)
Data - User Created Pathing Modes (to pair with the last 2 items)
Data - User Created Pathing Flags
Data - Movement Mass (variable which causes the unit to slide, almost like units could in SC1. The higher the variable, the "heavier" the unit. Slide amount is determined based on weight + the unit's speed.)
Data - Rework the "Strafe Radius" stat to work more anchored. Suggest renaming too "Movement Turning Radius". Variable determines the scale of curve units will make while traveling in a change of direction. The faster the unit is moving, the radius increases.
Data - "Movement Turning Radius Exponential"; determines how much the turning radius multiplies based on the unit's speed. If set at 0 for example, the radius will not increase at all; no matter what speed.
Data - LoS Arc Angles (works similarly to the Firing Arcs)
Data - LoS Arc Fixed Orientation (meaning you can adjust the firing arc facing to face out've the unit's left, or right for example.)
Data - LoS Arc + LoS stat fields usable on turrets (meaning that if you had a unit with a turret that used an LoS Arc, that plus the Turret's Fidget could give the effect of "looking" for the base unit, rather than the base unit having a fixed LoS Arc that doesn't follow the Turret)
Data - Firing Arc Fixed Orientation as well.
Data - Custom Stat Pool options (such as energy, life, sheild pools? It'd be nice to create your own pool types to interact without resorting to triggers, or charges on abilities. For example, wouldn't be sweet to have a custom field created where units have an "Ammo Pool" that intereacted with the units Attack costing X Amount of this pool as a resource? You can already control interesting aspects of the pools available, why not just beable to create new ones too.)
Data - Custom Resource (unlimited. Similiar to Pools. Would go beyond the Terrazine)
Data - Custom Supply Resource (allows for multiple types of supply. You could have a supply pool for buildings and a supply pool for units if you wanted)
Data - Movement ; Movement fidget (causes units to Zigag during movement; frequency of course variation and amount of course variation could be variable)
This is all I have for now.
On a side note, where the hell our the promised SC1 Units and Scrapped stuff? I mean, all of the sites I went too kept track of every single scrapped thing because we were all told we were getting them... but where are they? Are we really waiting until the expansions are done for these to come out? Ugh.
Also, would like to see a repeat of the Warcraft 3 Art Tool for SC2. Would be lovely and just plain awesome. Still for Max I assume, since Blizzard seems to prefer Max for modeling.
A hero creation wizard would be lovely.....I don't want to spend three hours creating one single hero, than have to spend three hours on every single ability for said hero.
Here is a major bottleneck compared to Warcraft 3: a single command card cannot display more than 32 different icons due to a combination of three issues. If only one of these limitations were resolved it would be possible:
- Allow more than 32 buttons per command card
- Allow upgrades to modify a button's Icon
- Allow CatalogFieldValueSet to modify a button's Icon
It's small but really annoying; if i style some text in the ever-so-ubiquitous styled text boxes that they offer, then switch to Raw text mode (for copying or something) then i can't switch back because it will butcher my styling (after complaining about "partial or empty tags that will be removed"...
I'm not sure if this has been mentioned already, but asides from the syntax checker bug, It would be really nice to have syntax checker that doesn't highlight 1 character at a time (because it's really annoying) Whenever I copy/paste my script, it re-highlights the whole thing one character at a time and if my script is 5 pages long the editor just hands there for like a minute before it starts highlighting everything.
Data Editor:
-tooltips on ALL fields, tooltips, tooltips, tooltips, tooltips... did i mention tooltips!?
-learn ability and items are currently not able to be transient. Please fix this, they were transient capable in war3 and should be an easy fix.
-the inventory system leaves MUCH to be desired: the hotkeyable slots in an inventory type ability are limited to 6 and should be higher limit, you cannot separate carry vs equip behaviors on items in the hotkeyable inven slots, the size of icons for both hotkey and container type item slots are not changeable, you cannot view the items in another player's hero inventory (hotkey slots), you can only view the items carried by another player's hero item container IF they have the same type of container, the triggers for inventory items are terrible and need MUCH help, why do they index items by the order they were picked up instead of by the slot they are occupying!?
-did I mention tooltips for the data editor fields yet?
-32 ability limit on units is too low, I used these up very very quickly. blizz mentioned a possible increase to this limit months ago but never followed through. the limit of 32 Command card icons is annoying but more reasonable since it is per CC not per unit.
-actor events field needs copy paste support (not within one unit by right click copy/paste). Copy the entire events+ field from one unit to another like you can with 99% of other data editor fields.
-allow us to change flags/attributes on units DURING game. For example a unit learns an ability that gives it large armor bonus, you cannot add the "armored" flag/attribute to it during game upon learning this ability.
-did i mention tooltips on ALL fields in the data editor?
-some basic descriptions for commonly used terms in the data editor. Example: what exactly is "source" vs "caster" vs "origin"!?
-queue-able inventory manipulation that existed in war3. Currently if you queue your unit to pick up an item, drop another item, and pick up another item it will fail. Also, imagine that you have 6 inventory slots and 1 of them is a stackable item. You have 4 slots occupied and you que your unit to pickup an item and then pickup another item that will stack with an item you already have, and finally pick up another item. Your unit will pick up the first item and the 2nd item, which instantly stacks into your existing item stack but temporarily filled your 6th slot and causes the last order to pickup another item to be canceled. All of these things were possible in war3 using shift and queues.
Other changes/requests: -increase max file size from 10.5 MB to something realistic like 30 MB. In war3 we had an 8 MB limit and the models/sounds/icons/textures etc were all of much lower quality/lower filesize formats which made 8 MB reasonable. We moved several years into the future and increased the data requirements/file formats for all these objects and you only gave us 2 more MB to use?????
-CROSS REGION SUPPORT!!! MOST of the custom map communities are cross region groups of players who are now unable to play the games they love with their friends. It is simple solution, DISABLE ladder/league on a single global server for custom maps only.
-Please pay more attention to the custom mapping community and less attention to the ladder players. The custom mappers have increased the lifetime of your previous games (sc, wc3) by at least 5 years each which earns you more money through continued sales of your games which became outdated. You announced the patch 1.2 changes and then spent 5 WEEKS internally and publicly testing the miniscule changes to ladder and implemented 0 additional map editor changes in that 5 weeks. This includes things you hinted that we would get such as playername to string, increased ability limits per unit, etc.
P.S. thank you blizzard for suddenly acting like you care about custom mappers, and thank you for creating this thread and good luck with your project.
P.S.S. Did i mention that the data editor needs TOOLTIPS ON ALL FIELDS!?
I would like to see the ability to create new movers and pathers with more flexibility. Specifically, where is my water pathing!!!!! People have said it before and I want to reiterate, making it so you can tilt the water planes and adjust the tile size of the water would be fantastic. As it is now water forces us to design around it rather than us being able to bend the water to our will. Grrrrrr....
Also, a new unit Wizard PLEASE! Good lord do I want to stab my eyes out making units.
Thanks!
XenophanesFX
I think this is a highly bad idea. Blizzard is going to creation on good terms and we give blizz a boat load of crap and pointless whining.
- Custom tips on loading screen.
Agreed %100, currently changing the hints in the game UI data or whatever dose nothing.
I'm not reading this all so just:
Changing resource icons through data editor would be nice.