Will we get some decent water pathing support? Until now, it hasn't been possible without the use of air pathing but, it sucks so much it isn't even funny. I'd propose that Blizzard should implement a third type of air pathing with a similar pathing to ground.
1. Player Numbers should relate to Lobby Positions.
2. Cross-realm Map Publishing.
3. Maps you've created appearing in your B.Net profile.
4. Less lag problems with arrow keys, ect.
5. At the VERY least, allow players to search the "Join Games" list, even if you do refuse to change the custom game list\popularity system.
On an unrelated note:
1. Increase the party size to the amount of players their can be in a map, the party system is useless if you can't even have a party big enough to play any of your favorite maps, and leaves half your friends out.
2. You should be able to create\join a 1vs1 map with more then 2 players, the rest should automatically turn to observers. Right now you have to kick all of your friends and re-invite them. Annoying.
All I can think of ATM. Decided I would wait until the editor was better before making any serious maps in it, so I don't use it a whole lot.
- PlayerNameString().
- Fix changes in the sound data editor not allowing you to save the game.
- Monospaced fonts or indentation in text.
- Allow share control over allied units spending only your own resources, not theirs.
- Some option to disable players from distributing their resources when they leave the game.
- Easier way to import galaxy code.
I have tried to make a hero using the tutorials from sc2mapster but some times it doesn't work. I just want to have a simpler data editor like in war3 because it is confusing and hard for me to just make a new unit. Other than that it would be nice if there where galaxy editor updates where there would be some tutorials every new update that helps you become a better mapmaker.
i diidnt read the comments i wanna see just more availability to copy and paste stuff there is so many cases where i could of used but i couldn't be cause there is only certain spots for copy and paste
This wasn't really brought up much, but we could use production on a campaign editor by
Blizzard, i wouldn't put it past them to want to save it for HOTS, but i don't want them to not put it in at all, so mention a campaign editor that can make multiple maps into a "package" on battle net. It's not pressing, but if you can, mention it.
Be able to delete values such as actor events and other things with a red cross using the delete key. It sucks having to right click or move around to delete stuff that doesn't work/needs to be change.
Let them know that banks are now easily hacked EVEN with the validation thing. Anyway nice idea posting this thread lol. We will finally get blizzards attention.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
- Explain to us how exactly we need to set up models to be able to walk on them, similar to bridges (those that you can assign to any unit and still walk on it). And give us your export/import script.
I would like to see some big improvements in the galaxy script. Many of us only use GUI because the scripting features are bare bones and we get cryptic error msgs for simple mistakes
1. Script Autocompletion
- autoindentation would be really nice (with the option to specify your own indent size)
2. Organization of all functions into namespaces (so you could call functions like Unit.Create() )
- additionally it would be nice if when you type Unit. a dropdown list appear with the list of all functions under that namespace
3. Treat structs like any other object: allow us to pass them off to functions (ie. fix the 'bulk copy' error)
4. Function pointers (something like the delegate function in c#). And I guess pointers in general (sort of doubting they'll implement that).
5. Useful error messages It is a nightmare to debug galaxy code
The inability to copy and past sub-properties of triggers.
For example, if I want to copy "Convert player group to player: Triggering player". Instead of being able to copy and paste it several times, I have to take time for each individual trigger to do the same thing. It would be an extremely huge time saver for me.
Furthermore, I think there should be kind of a unit/ability creation wizard, if that makes sense. It should show you what left is needed for a new ability or unit to properly work. So for example, if I made a new ability, it would tell me that behaviors/actors/buttons/etc. need to created for it.
Mouse position should be tracked within relative camera mode. I suppose the mouse isn't really moving because it's stuck at the center of the screen, but if it was possible to track the position of the mouse (in the game world) while in relative camera mode, it would be much easier to have a 3rd person shooter where the center of your screen is your target. And then it would be so much easier to shoot projectiles and have properties for your weapons such as accuracy and so forth.
There needs to be a way to find what is being clicked with the mouse clicked event. So, for example, a condition to see if what was clicked was a unit, terrain, UI, doodad, etc. Then more specifically, actions can be done based on what the unit was, what the clicked UI was, what type of terrain was clicked, and so forth. There are workarounds, but it is very inefficient, and in my case, doesn't work as well as it should.
I think that there should be more than one custom value for units. The limit of 100 is also rather small. Instead I've been using integer variables, but it's really inefficient.
Perhaps I just don't know of a way, but there should be a way to change the hotkey of an ability during gameplay through triggers.
There should also be a search function in the join custom game menu. Additionally, in the Publishing menu, there should be a way to add tags to your map, so people can find your map easier using the search function. There should also be a way to search for maps by map creator, or even have your published maps available on your profile.
As mentioned, water pathing.
This is minor, but I think it should be possible to change the anchor of the Battle.net button, not just the offset. I wanted it to fit nicely into my custom UI, but it's not possible without changing the anchor to the bottom of the screen.
And I am sure this has been mentioned many times, but keystroke lag is a little excessive. This makes WASD movement, among other things, ridiculous online.
There should be a preview window of sorts for dialogs. It is hard to know exactly what it ends up looking like in-game without changing a value and opening up SC2 several times before it looks the way you want it. This is a little weird, but I've had to use Photoshop to know exactly what points I have to offset by and such (and even then I have to do quite a bit to get that exactly). I should be able to do this in the editor itself.
One last thing I can think of at the moment; I think Blizzard should release their art tools that I thought were supposed to have been released with StarCraft II's release.
Make everything zero-based in the trigger editor so you can actually use modulo again...
Maps made appearing on bnet profile would be nice.
- bigger maps than 256x256 !
Will we get some decent water pathing support? Until now, it hasn't been possible without the use of air pathing but, it sucks so much it isn't even funny. I'd propose that Blizzard should implement a third type of air pathing with a similar pathing to ground.
Support the thread at Bnet forms by posting/commenting there too then :P.
If you're EU, of course :S.
Ask them to put the "transient flag" into a learn ability so it doesn't pause the hero when learning . (this is a really annoying one :P )
1. Player Numbers should relate to Lobby Positions.
2. Cross-realm Map Publishing.
3. Maps you've created appearing in your B.Net profile.
4. Less lag problems with arrow keys, ect.
5. At the VERY least, allow players to search the "Join Games" list, even if you do refuse to change the custom game list\popularity system.
On an unrelated note:
1. Increase the party size to the amount of players their can be in a map, the party system is useless if you can't even have a party big enough to play any of your favorite maps, and leaves half your friends out.
2. You should be able to create\join a 1vs1 map with more then 2 players, the rest should automatically turn to observers. Right now you have to kick all of your friends and re-invite them. Annoying.
All I can think of ATM. Decided I would wait until the editor was better before making any serious maps in it, so I don't use it a whole lot.
- PlayerNameString().
- Fix changes in the sound data editor not allowing you to save the game.
- Monospaced fonts or indentation in text.
- Allow share control over allied units spending only your own resources, not theirs.
- Some option to disable players from distributing their resources when they leave the game.
- Easier way to import galaxy code.
I have tried to make a hero using the tutorials from sc2mapster but some times it doesn't work. I just want to have a simpler data editor like in war3 because it is confusing and hard for me to just make a new unit. Other than that it would be nice if there where galaxy editor updates where there would be some tutorials every new update that helps you become a better mapmaker.
i diidnt read the comments i wanna see just more availability to copy and paste stuff there is so many cases where i could of used but i couldn't be cause there is only certain spots for copy and paste
@Creation25: Go
This wasn't really brought up much, but we could use production on a campaign editor by Blizzard, i wouldn't put it past them to want to save it for HOTS, but i don't want them to not put it in at all, so mention a campaign editor that can make multiple maps into a "package" on battle net. It's not pressing, but if you can, mention it.
Be able to delete values such as actor events and other things with a red cross using the delete key. It sucks having to right click or move around to delete stuff that doesn't work/needs to be change.
Let them know that banks are now easily hacked EVEN with the validation thing. Anyway nice idea posting this thread lol. We will finally get blizzards attention.
- Blizzard made exporter for 3d model programs, such as blender, maya, 3ds max.
And this would be amazing but to add to it, being able to click a PUBLIC profile of the map creator, to see his other maps and what not. :)
Forgot this...
- Explain to us how exactly we need to set up models to be able to walk on them, similar to bridges (those that you can assign to any unit and still walk on it). And give us your export/import script.
I would like to see some big improvements in the galaxy script. Many of us only use GUI because the scripting features are bare bones and we get cryptic error msgs for simple mistakes
1. Script Autocompletion
- autoindentation would be really nice (with the option to specify your own indent size)
2. Organization of all functions into namespaces (so you could call functions like Unit.Create() )
- additionally it would be nice if when you type Unit. a dropdown list appear with the list of all functions under that namespace
3. Treat structs like any other object: allow us to pass them off to functions (ie. fix the 'bulk copy' error)
4. Function pointers (something like the delegate function in c#). And I guess pointers in general (sort of doubting they'll implement that).
5. Useful error messages It is a nightmare to debug galaxy code
-show text messages (which were written by trigger) in replay.
- Less lag when using arrow key movement in Bnet (!)
The inability to copy and past sub-properties of triggers.
For example, if I want to copy "Convert player group to player: Triggering player". Instead of being able to copy and paste it several times, I have to take time for each individual trigger to do the same thing. It would be an extremely huge time saver for me.
Furthermore, I think there should be kind of a unit/ability creation wizard, if that makes sense. It should show you what left is needed for a new ability or unit to properly work. So for example, if I made a new ability, it would tell me that behaviors/actors/buttons/etc. need to created for it.
Mouse position should be tracked within relative camera mode. I suppose the mouse isn't really moving because it's stuck at the center of the screen, but if it was possible to track the position of the mouse (in the game world) while in relative camera mode, it would be much easier to have a 3rd person shooter where the center of your screen is your target. And then it would be so much easier to shoot projectiles and have properties for your weapons such as accuracy and so forth.
There needs to be a way to find what is being clicked with the mouse clicked event. So, for example, a condition to see if what was clicked was a unit, terrain, UI, doodad, etc. Then more specifically, actions can be done based on what the unit was, what the clicked UI was, what type of terrain was clicked, and so forth. There are workarounds, but it is very inefficient, and in my case, doesn't work as well as it should.
I think that there should be more than one custom value for units. The limit of 100 is also rather small. Instead I've been using integer variables, but it's really inefficient.
Perhaps I just don't know of a way, but there should be a way to change the hotkey of an ability during gameplay through triggers.
There should also be a search function in the join custom game menu. Additionally, in the Publishing menu, there should be a way to add tags to your map, so people can find your map easier using the search function. There should also be a way to search for maps by map creator, or even have your published maps available on your profile.
As mentioned, water pathing.
This is minor, but I think it should be possible to change the anchor of the Battle.net button, not just the offset. I wanted it to fit nicely into my custom UI, but it's not possible without changing the anchor to the bottom of the screen.
And I am sure this has been mentioned many times, but keystroke lag is a little excessive. This makes WASD movement, among other things, ridiculous online.
There should be a preview window of sorts for dialogs. It is hard to know exactly what it ends up looking like in-game without changing a value and opening up SC2 several times before it looks the way you want it. This is a little weird, but I've had to use Photoshop to know exactly what points I have to offset by and such (and even then I have to do quite a bit to get that exactly). I should be able to do this in the editor itself.
One last thing I can think of at the moment; I think Blizzard should release their art tools that I thought were supposed to have been released with StarCraft II's release.
Let's see how Blizz dodges these questions.