So would seem my map/mod are still in perfect working order, at least as far as my project has gotten anyways. Apparently the map editor gets REALLY moody if you add the exact path of the map file as a test file in preferences. In my case this was C:\starcraft II\maps\mapname.SC2Map. It had 0 issues whatsoever using just mapname.SC2Map, weird how it does that....
Only thing I can think of is having a different dependency in your map than the mod you are editing, so when you run Test Document on the mod the game loads two different dependencies that clash.
Downloading the patch on 1.5 MBits is like watching paint dry.. Looks like I'll be forced to sleep on it with my rig brighter than the night sky. Not a pleasant atmosphere. FFUUU
I could have sworn they mentioned it in the 1.5 preview and dev blogs,
but I was looking on the sc2 website this morning and couldn't find any mention of it.
Super Quick Summary
• Sc2 has been split into "melee" and "arcade", and maps must be in either the melee maps or custom maps list, NOT both
• Major improvements made to custom games system- games now have reviews, patch logs, tutorial support, ratings, and much more (read the full list below for details)
• Major improvements made to the editor, including a re-worked UI for the data editor, a cinematic editor, an AI editor, a 3DS max plugin, a far improved trigger debugger, a new physics engine
Global Changes
• Sc2 Battlenet menus improved
• Instead of "single player and multiplayer" we have "starcraft 2 and arcade"
• Custom maps must be either "starcraft" or "arcade". They cannot be both. This means that melee-oriented games (like 1v1 Obs, or straight-up melee maps) will be separate from non-melee custom games
The Arcade
• Players can search for games based on genre, overall popularity, star rating, newness, and recent spikes in popularity.
• Players create an icon for their games, which will be what players see in the arcade list (sort of like the apple app store)
• Clicking on a game icon brings players into the Game Info page, a section devoted entirely to showing off what a game is all about, providing play instructions, and revealing other important information about the game.
• All the content in Game Info is under control of the game creator, except for reviews of course.
• Joining public matches and creating private games is done from the Game Info page. This will be the portal players return to again and again to play the game.
• The game info page will contain the following sections, all of which you will set up
– Overview: This will contain the game description, as well as screenshots that show off the action.
– How to Play: This is where players will find the Basic Instructions, How to Win, and Advanced Instructions sections. You can also include images.
– Patch Notes: You're able to update patch notes as often as you like, so players can see how the game is growing and improving.
– Reviews: After playing, players can give your game a star rating and enter a text review. Once enough ratings are provided, your game gets an average score to let players get a general idea of quality.
– Star Rating. Players can also mark each other's reviews as "Helpful" which will ensure that the best reviews rise to the top.
– Tutorials are supported! Players can attach a separate map file that will be a tutorial for players. This will allow you to set up a tutorial mission specifically for new players.
– Games have their own chat-channels automatically, allowing your players to jump into a chat easily
The Sc2 Platform
• Sc2 is now a streaming game
• This means it will only be necessary to download a fraction of game data to get into the action
The Editor
• Added UI XML Editor for adding and modifying SC2Layout files
• Editor updated to use Visual Styles in Editor
• Added high resolution minimap support
• Font Style editing added to Text Editor
• Added Data Editor horizontal auto-layout to better utilize available screen spaceUser-defined data system, accessed through the new
• User type in the Data module as well as the corresponding functions in the trigger library.
• Cinematic Editor
– New editor module with powerful tools for creating in-game cinematic sequences (not many changes from what we saw of it during blizzcon)
• AI Editor
– New editor module for user friendly management of AI wave timing and composition
– Much easier to set up AI, instead of just using clunky trigger commands
– Error Debugger
– Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection
– Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used
– Added support for passing structure, array, and function references as function parameters
– Improved Galaxy error message output
• Actors
– Camera Actor added for controlling camera through actor events
– Scene Actor added for controlling global actor settings (Halo settings, Power visual hiding)
– Light Actor added for creating lights in the world
– Terrain Actor added for physics impact FX support
– Creep Actor added for higher performance creep effects including creep engulfment
– Ragdoll deaths and support for combat driven physics impulses
– Added support for water ripples and physics collision based water splashes
– Terrain squib support for tileset specific dust or snow clouds FXLine and Arc targeting cursor support
– Added ActorInfoDisplay cheat for live actor debugging
Game Engine Improvements
• Game Engine
– Max unit selection size increased from 255 to 500
– New trigger event for Behavior apply/remove
– New Stunned flag for Behaviors that allows queuing commands
• Graphics Engine
– Added support to define lighting regions in the game world
– Lighting can now be set per player
– Added unit specific Halo support for pre-targeting
– Anti-aliasing support
• UI Improvements
– Custom unit status bar support added
– Added new in-game pathing display that shows the path a unit will take on the minimap
– Added self-cast hotkey support
– Added Font Glow support
– Added powerful control over frames, portraits, status bars, text, trigger dialogs and more. Full details, tips, and tutorials are being created to help creators take full advantage of these tools.
• StarTools
– Blizzard is releasing their company art tools to the community
– StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.
– This means you can quickly and easily get models created and added to sc2
Updating your map for 1.5
• You do not need to do this for your maps yet, since this is only a closed beta
• All game types
– Set up your Type and Genre
- Games published prior to Patch 1.5 will still be available on the service when the patch goes live. All user created games will default to appearing in Arcade, under the "Other" genre.
- Creators will need to re-save their game in the 1.5.0 client version and select the Type and Genre where they want to their game to appear.
– Arcade game types
- Add a Game Icon ImageThe icon image is the first thing players see. It's a great opportunity to make a first impression on potential players - check out existing app-stores for inspiration.
- Game Icon Images are added through the StarCraft II Editor.
– Add Game Info
- Game Info is where players learn about your game and see what cool experiences it has to offer. At a minimum, you'll want to provide a complete Description, easy to understand How to Play Instructions, and some screenshots that make your game look awesome.
- Going a step further and creating customized images (e.g. a diagram of game controls, or a simple guide map of the play area) for Game Info will really help you stand out. The old saying about "show not tell" should be your motto here !
- Game Info is added through the StarCraft II Editor
– Set up a default mode
– From the Game Info page, there's a big "PLAY" button that most players will use to get into your game. This creates or joins a public lobby, of the default mode you define for your game.
– Alternatively, some games have players set up gameplay parameters after they load into the match. This is fine, but it's recommended to make the setup process as streamlined and user friendly as possible so new players aren't scared off right when they start the game.
– This means you likely want to set the default to what you consider your "core" game experience.
– Build a Tutorial
- Tutorials can also be built and used as a practice mode for players to experiment in a sandbox type environment.
- To use the Tutorial feature, first publish the tutorial map to Battle.net. Then you can configure your main game to point to the tutorial.
D3 maintnance was extended until 1 PM PDT, and it was on the same schedule as Sc2, and the breaking news says that they dont have a timeframe for us, so that could mean we are also at around 1PM PDT right now. which is 2 more hours
o We’re making our internal art tools available to the public.
o StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.
They said the art tools were going to come, they never did.
So would seem my map/mod are still in perfect working order, at least as far as my project has gotten anyways. Apparently the map editor gets REALLY moody if you add the exact path of the map file as a test file in preferences. In my case this was C:\starcraft II\maps\mapname.SC2Map. It had 0 issues whatsoever using just mapname.SC2Map, weird how it does that....
@Deadzergling: Go
Only thing I can think of is having a different dependency in your map than the mod you are editing, so when you run Test Document on the mod the game loads two different dependencies that clash.
@Taintedwisp: Go Is anyone still counting Wisp's "uneducated" comments? I've lost count long ago.
Can anyone already report on publishing maps in 1.5? Bugs? I'm just waiting for it to finish so I can update my maps.
Downloading the patch on 1.5 MBits is like watching paint dry.. Looks like I'll be forced to sleep on it with my rig brighter than the night sky. Not a pleasant atmosphere. FFUUU
Blizzard created a tutorial for the Cinematic Editor: http://us.media.blizzard.com/starcraft2/downloads/tutorial/SCII-CutsceneEditorInstructions.pdf
Patch is out on NA, servers aren't up though.
Bah, no Star Tools or plugins?!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Was about to ask that exact question
I still say its because of those frenchies. ,Hey did you notice that there is an Open Editor button before you log in
This.
I could have sworn they mentioned it in the 1.5 preview and dev blogs,
but I was looking on the sc2 website this morning and couldn't find any mention of it.
Formally Kinkycactus
@ZombieZasz: Go
Yes they had said that startools would be released.
@ZombieZasz: Go Maybe they changed it so you can't prove they promised the tools... talk about conspiracy ;-)
@SoulFilcher: Go
Super Quick Summary • Sc2 has been split into "melee" and "arcade", and maps must be in either the melee maps or custom maps list, NOT both
• Major improvements made to custom games system- games now have reviews, patch logs, tutorial support, ratings, and much more (read the full list below for details)
• Major improvements made to the editor, including a re-worked UI for the data editor, a cinematic editor, an AI editor, a 3DS max plugin, a far improved trigger debugger, a new physics engine
Global Changes
• Sc2 Battlenet menus improved
• Instead of "single player and multiplayer" we have "starcraft 2 and arcade"
• Custom maps must be either "starcraft" or "arcade". They cannot be both. This means that melee-oriented games (like 1v1 Obs, or straight-up melee maps) will be separate from non-melee custom games
The Arcade
• Players can search for games based on genre, overall popularity, star rating, newness, and recent spikes in popularity.
• Players create an icon for their games, which will be what players see in the arcade list (sort of like the apple app store)
• Clicking on a game icon brings players into the Game Info page, a section devoted entirely to showing off what a game is all about, providing play instructions, and revealing other important information about the game.
• All the content in Game Info is under control of the game creator, except for reviews of course.
• Joining public matches and creating private games is done from the Game Info page. This will be the portal players return to again and again to play the game.
• The game info page will contain the following sections, all of which you will set up
– Overview: This will contain the game description, as well as screenshots that show off the action.
– How to Play: This is where players will find the Basic Instructions, How to Win, and Advanced Instructions sections. You can also include images.
– Patch Notes: You're able to update patch notes as often as you like, so players can see how the game is growing and improving.
– Reviews: After playing, players can give your game a star rating and enter a text review. Once enough ratings are provided, your game gets an average score to let players get a general idea of quality.
– Star Rating. Players can also mark each other's reviews as "Helpful" which will ensure that the best reviews rise to the top.
– Tutorials are supported! Players can attach a separate map file that will be a tutorial for players. This will allow you to set up a tutorial mission specifically for new players.
– Games have their own chat-channels automatically, allowing your players to jump into a chat easily
The Sc2 Platform
• Sc2 is now a streaming game
• This means it will only be necessary to download a fraction of game data to get into the action
The Editor
• Added UI XML Editor for adding and modifying SC2Layout files
• Editor updated to use Visual Styles in Editor
• Added high resolution minimap support
• Font Style editing added to Text Editor
• Added Data Editor horizontal auto-layout to better utilize available screen spaceUser-defined data system, accessed through the new
• User type in the Data module as well as the corresponding functions in the trigger library.
• Cinematic Editor
– New editor module with powerful tools for creating in-game cinematic sequences (not many changes from what we saw of it during blizzcon)
• AI Editor
– New editor module for user friendly management of AI wave timing and composition
– Much easier to set up AI, instead of just using clunky trigger commands
– Error Debugger
– Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection
– Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used
– Added support for passing structure, array, and function references as function parameters
– Improved Galaxy error message output
• Actors
– Camera Actor added for controlling camera through actor events
– Scene Actor added for controlling global actor settings (Halo settings, Power visual hiding)
– Light Actor added for creating lights in the world
– Terrain Actor added for physics impact FX support
– Creep Actor added for higher performance creep effects including creep engulfment
– Ragdoll deaths and support for combat driven physics impulses
– Added support for water ripples and physics collision based water splashes
– Terrain squib support for tileset specific dust or snow clouds FXLine and Arc targeting cursor support
– Added ActorInfoDisplay cheat for live actor debugging
Game Engine Improvements
• Game Engine
– Max unit selection size increased from 255 to 500
– New trigger event for Behavior apply/remove
– New Stunned flag for Behaviors that allows queuing commands
• Graphics Engine
– Added support to define lighting regions in the game world
– Lighting can now be set per player
– Added unit specific Halo support for pre-targeting
– Anti-aliasing support
• UI Improvements
– Custom unit status bar support added
– Added new in-game pathing display that shows the path a unit will take on the minimap
– Added self-cast hotkey support
– Added Font Glow support
– Added powerful control over frames, portraits, status bars, text, trigger dialogs and more. Full details, tips, and tutorials are being created to help creators take full advantage of these tools.
• StarTools
– Blizzard is releasing their company art tools to the community
– StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.
– This means you can quickly and easily get models created and added to sc2
Updating your map for 1.5
• You do not need to do this for your maps yet, since this is only a closed beta
• All game types
– Set up your Type and Genre
- Games published prior to Patch 1.5 will still be available on the service when the patch goes live. All user created games will default to appearing in Arcade, under the "Other" genre.
- Creators will need to re-save their game in the 1.5.0 client version and select the Type and Genre where they want to their game to appear.
– Arcade game types
- Add a Game Icon ImageThe icon image is the first thing players see. It's a great opportunity to make a first impression on potential players - check out existing app-stores for inspiration.
- Game Icon Images are added through the StarCraft II Editor.
– Add Game Info
- Game Info is where players learn about your game and see what cool experiences it has to offer. At a minimum, you'll want to provide a complete Description, easy to understand How to Play Instructions, and some screenshots that make your game look awesome.
- Going a step further and creating customized images (e.g. a diagram of game controls, or a simple guide map of the play area) for Game Info will really help you stand out. The old saying about "show not tell" should be your motto here !
- Game Info is added through the StarCraft II Editor
– Set up a default mode
– From the Game Info page, there's a big "PLAY" button that most players will use to get into your game. This creates or joins a public lobby, of the default mode you define for your game.
– Alternatively, some games have players set up gameplay parameters after they load into the match. This is fine, but it's recommended to make the setup process as streamlined and user friendly as possible so new players aren't scared off right when they start the game.
– This means you likely want to set the default to what you consider your "core" game experience.
– Build a Tutorial
- Tutorials can also be built and used as a practice mode for players to experiment in a sandbox type environment.
- To use the Tutorial feature, first publish the tutorial map to Battle.net. Then you can configure your main game to point to the tutorial.
There it was quoted on a fan page.
I blame RMAH
Formally Kinkycactus
@ZombieZasz: Go
The tools may be released after the patch goes live through the actual Battle.net Page on the internet.
@Taintedwisp: Go
D3 maintnance was extended until 1 PM PDT, and it was on the same schedule as Sc2, and the breaking news says that they dont have a timeframe for us, so that could mean we are also at around 1PM PDT right now. which is 2 more hours
Crap art tools is going to make me pretty much useless. Looks like its time to switch to a terrainer!
@GhostNova91: Go
why are you all surprised the art tools are not included? they would have been in the alpha and beta if they wanted to include them in this patch.
@b0ne123: Go
They said the art tools were going to come, they never did.
I'm sure they are coming soon™