Is there any performance to be gained by removing actual terrain that isn't visible? Been awhile since I used the editor but I thought I recalled an option to make an area have zero texture at all.
This is one of the dumbest threads I've ever read. If your contempt for this kid is anything like the contempt I now have for you, I definately feel for you.
You realize your own spelling, grammar and internet etiquette aren't exactly something to write home about.
Hound's response seems like it was run through google translator. Regardless, to answer OP's question. I have a hard time thinking that there is ANYTHING the C and C editor could do that this one could not.
The reason that I believe there are not any high production qualities though is not due to the tool. I believe it's more related to the modding community. I can't speak for non-english users, but I feel the modding community for this game is much smaller than the initial one I saw in Warcraft 3. And while the editor is extremely powerful, it is also quite complex. Even simple maps are quite time consuming to make. I believe this has had an effect on released maps.
I will try to answer some questions:
However I have noticed a lack of semi-professional quality SP mission maps or campaigns released. Why?
It seems that Starcraft has a focus on Multiplayer gameplay. There are a few campaigns out there, but no unique or semi-professional ones that I have seen.
Are three some fundamental problems with SP mission maps with cut scenes(whether they be in game scripting or attached videos and audio) that make publishing a map difficult?
The editor fully supports attached video and audio. That said, with publishing limits (What is it... like 50MB I think). You may not be able to publish a large mod.
Can you publish a large map outside of battlenet?
Yes. But the map would likely have a very hard time getting exposure since no one looks for maps outside of Bnet.
Is there a way to save data from one map to use in another for a real campaign?
Yes banks will do that. I do not believe that multiplayer campaigns are possible yet tho.
Is there any fundamental issues with the builder to overcome in producing a *semi-professional map?
Time investment and skill are the only issues to overcome I think.
I think that is about it for high level questions, I am just trying to gauge the readiness of this tool for real development effort
Personally I believe this tool has the potential to be simply the best development tool for mods out there. That said, Blizzard needs to step it up, releasing art tools, correcting bugs, and adding things to the game (Online banks) to really make it an amazing tool. Personally it seems like every patch brings a new feature to the editor, so i am waiting to start my mod.
What I will miss about the C&C3 engine is it more realistic graphics and feel in regards to cut scenes
I believe the Starcraft engine is far more realistic and has better graphics. What you are noting is the stylistic art direction of starcraft, it looks cartoonish. If you used your own custom models you could create a far more realistic experience.
I will also miss the air units mechanics of the C&C world.
There is a data editor in the Galaxy editor that allows you to make customized units. I feel you should be able to completely shift the role of air units simply by using that.
Lastly I will miss the structure animations in regards to the immersion
This isn't a limitation of the editor, just a limitiation of the current models in the game. Custom models could do these things. Even importing models from games that fit your needs into the editor is always an option. (although it may be against Battlenets rules)
I voted scrap the SCII version. The metagame is the main thing that stands out in this idea, and it is simply impossible without major changes to how custom games work.
I'm not a fan of either idea. I think the fact roaches can move underground is powerful in itself. An invisible unit that can harass reaper style seems excessive.
As to your second idea, I think an underground melee unit would make them seem essentially like a Dark Templar with charge. I think Blizzard would want a more unique unit than that.
I would not sign since I cannot see it succeeding in it's current form and if you were to get what you wanted I would want those features shared with the community. Your game idea seems really neat, but simply doesn't seem compatible with how Starcraft works. If I understand correctly your mod would require 2 features that Starcraft 2 from a technical standpoint cannot do.
- Have games in progress be aware of other games in progress
- Require interaction with other games in progress
In addition it would likely require online banks, since one player decrypting your bank would screw the game up for everyone playing.
All 3 of these things would be great, but if anything I would petition for all maps to be able to do these things, not simply yours. Even if Blizzard did want to introduce these features, I feel it would be a long time before they arrived. I think your idea fits better as a massively-multiplayer browser game or something in it's current form.
I also gotta say your videos ramble. I had to listen to them twice to understand what you were talking about. It's all over the place. Maybe you should stick to writing out things.
Edit: I didn't mean the above as an insult, I think it's just hard for people listening to formulate an idea of what your mod is, when you jump topics so often. That's all.
You could add a different colored vortex in with gravity that destroyed things at it center, a whirlpool effect. I think that would be cool. Can't wait to try the map out though.
How would defending Germany from invasion be offensive? That's history. I hope your map would not be reported for simply spinning an alternate timeline story.
I would like to note, for those unaware, that I have attempted to compile all data assets created during the weekly data exercises in my thread containing all Sc2mapster data assets. Hopefully people can use it to find inspiration or abilities for use in their maps.
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14/20. Not sure what that equates to :p
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Ability Assets:
Ability Assets No Video:
Unit Assets:
Unit Assets No Video:
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Is there any performance to be gained by removing actual terrain that isn't visible? Been awhile since I used the editor but I thought I recalled an option to make an area have zero texture at all.
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This is one of the dumbest threads I've ever read. If your contempt for this kid is anything like the contempt I now have for you, I definately feel for you.
You realize your own spelling, grammar and internet etiquette aren't exactly something to write home about.
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Hound's response seems like it was run through google translator. Regardless, to answer OP's question. I have a hard time thinking that there is ANYTHING the C and C editor could do that this one could not.
The reason that I believe there are not any high production qualities though is not due to the tool. I believe it's more related to the modding community. I can't speak for non-english users, but I feel the modding community for this game is much smaller than the initial one I saw in Warcraft 3. And while the editor is extremely powerful, it is also quite complex. Even simple maps are quite time consuming to make. I believe this has had an effect on released maps.
I will try to answer some questions:
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I voted scrap the SCII version. The metagame is the main thing that stands out in this idea, and it is simply impossible without major changes to how custom games work.
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I'm not a fan of either idea. I think the fact roaches can move underground is powerful in itself. An invisible unit that can harass reaper style seems excessive.
As to your second idea, I think an underground melee unit would make them seem essentially like a Dark Templar with charge. I think Blizzard would want a more unique unit than that.
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The wiki has a lot of incomplete entries, but man it's useful.
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I agree that it should be simultaneous turns, unless there is some sort of fun minigame or something to do while you wait for everyone else.
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I would not sign since I cannot see it succeeding in it's current form and if you were to get what you wanted I would want those features shared with the community. Your game idea seems really neat, but simply doesn't seem compatible with how Starcraft works. If I understand correctly your mod would require 2 features that Starcraft 2 from a technical standpoint cannot do.
In addition it would likely require online banks, since one player decrypting your bank would screw the game up for everyone playing.
All 3 of these things would be great, but if anything I would petition for all maps to be able to do these things, not simply yours. Even if Blizzard did want to introduce these features, I feel it would be a long time before they arrived. I think your idea fits better as a massively-multiplayer browser game or something in it's current form.
I also gotta say your videos ramble. I had to listen to them twice to understand what you were talking about. It's all over the place. Maybe you should stick to writing out things.
Edit: I didn't mean the above as an insult, I think it's just hard for people listening to formulate an idea of what your mod is, when you jump topics so often. That's all.
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You could add a different colored vortex in with gravity that destroyed things at it center, a whirlpool effect. I think that would be cool. Can't wait to try the map out though.
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How would defending Germany from invasion be offensive? That's history. I hope your map would not be reported for simply spinning an alternate timeline story.
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I would like to note, for those unaware, that I have attempted to compile all data assets created during the weekly data exercises in my thread containing all Sc2mapster data assets. Hopefully people can use it to find inspiration or abilities for use in their maps.
Sc2mapster Data Asset thread
Edit: I have not included WDE 12-14 yet, but I shall soon.
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I also wasn't a fan of the silly internet sp33k.