Thanks for the heads up. The more I learn about the editor the more confused I get, especially in light of the fact that previous editors for WC3 or SC were so user friendly. It's indisputably a powerful tool, but it seems like they made almost no effort to streamline it, both for new users and for frequent tasks. It seems like it would be a fairly simple thing to have an option to create new hero > base hero off unit X -> automatically generate the actor/sound/model/inventory/leveling system the hero would use. Less advanced users would get the simplicity they need while more advanced users would at least save some time. Blizzard had to know that hero creation was going to be a very common thing that people were going to want to do.
I have to imagine a lot people who are new to modding or even people who have used blizzards tools before have to be discouraged by how time consuming some of this is.
My concept was actually born back in the WC3 days but I was working on other things back then, and I never followed through with it, and now II'm not even sure I want to proceed with my map idea because heroes were part of it, but not necessarily even the main part.
Does your 2-8 hour time frame include new custom abilities? Could I feasibly bang out a hero that uses existing SC2 abilities in a shorter time frame? Because my concept can work with simpler ones.
So I have been chugging along with getting my learn on with the tutorials that Fishy so kindly fixed up yesterday, and I dove into hero creation last night. The tutorial I used was the one by Alevice located at http://www.sc2c.org/showthread.php?t=12. Now granted, its a few years old now so it might be outdated, but I have to ask, is there an easier way to create hero units? The last Blizzard toolset I used was in Warcraft 3, so it's almost horrifying to me how much more complicated the process seems to be for Starcraft 2. It seems like even for experienced toolset users the process of simply converting a regular unit into a usable, WC3-like hero unit is tedious at best. So I guess what I'm saying is, I really hope they implemented a more automated process between now and when that tutorial was written.
So the recommendation in that case would be to create my data using just the data editor, and then import it as its own dependency into my map when I'm ready to add it? this way I could avoid any conflicts/load time problems?
Thanks for the reply. I guess my question would be whats the purpose of only selecting a few of them? Why not just select them all every time in case you decide you need to use something from a source you weren't anticipating at first? Is it like a file size or memory thing to use as few dependencies as possible? Because otherwise I'm just not seeing the downside to using all of them all the time.
So I've come across the term dependencies quite a bit, and I know that you get to choose them when you first create a map, however I'm not 100% sure what they are, and what choosing different dependencies means so far as your map goes. It seems to be something that gets glossed over in a lot of tutorials.
I second this. I very recently decided to come back to map editing (used to do it in various games including WC3) so I was hoping to plow through some tutorials this weekend, but the tutorial list is almost all broken links. This is actually true of a lot of SC2 editor tutorial sites across the web, I'm having a hard time finding tutorials that are still functional.
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@TyaStarcraft: Go
Thanks for the heads up. The more I learn about the editor the more confused I get, especially in light of the fact that previous editors for WC3 or SC were so user friendly. It's indisputably a powerful tool, but it seems like they made almost no effort to streamline it, both for new users and for frequent tasks. It seems like it would be a fairly simple thing to have an option to create new hero
-> automatically generate the actor/sound/model/inventory/leveling system the hero would use. Less advanced users would get the simplicity they need while more advanced users would at least save some time. Blizzard had to know that hero creation was going to be a very common thing that people were going to want to do.> base hero off unit XI have to imagine a lot people who are new to modding or even people who have used blizzards tools before have to be discouraged by how time consuming some of this is.
My concept was actually born back in the WC3 days but I was working on other things back then, and I never followed through with it, and now II'm not even sure I want to proceed with my map idea because heroes were part of it, but not necessarily even the main part.
Does your 2-8 hour time frame include new custom abilities? Could I feasibly bang out a hero that uses existing SC2 abilities in a shorter time frame? Because my concept can work with simpler ones.
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So I have been chugging along with getting my learn on with the tutorials that Fishy so kindly fixed up yesterday, and I dove into hero creation last night. The tutorial I used was the one by Alevice located at http://www.sc2c.org/showthread.php?t=12. Now granted, its a few years old now so it might be outdated, but I have to ask, is there an easier way to create hero units? The last Blizzard toolset I used was in Warcraft 3, so it's almost horrifying to me how much more complicated the process seems to be for Starcraft 2. It seems like even for experienced toolset users the process of simply converting a regular unit into a usable, WC3-like hero unit is tedious at best. So I guess what I'm saying is, I really hope they implemented a more automated process between now and when that tutorial was written.
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@hobbidude: Go
So the recommendation in that case would be to create my data using just the data editor, and then import it as its own dependency into my map when I'm ready to add it? this way I could avoid any conflicts/load time problems?
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@fishy77: Go
Thanks Fishy, going to stick my nose in a few of these right now.
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@SoulFilcher: Go
Thanks for the reply. I guess my question would be whats the purpose of only selecting a few of them? Why not just select them all every time in case you decide you need to use something from a source you weren't anticipating at first? Is it like a file size or memory thing to use as few dependencies as possible? Because otherwise I'm just not seeing the downside to using all of them all the time.
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So I've come across the term dependencies quite a bit, and I know that you get to choose them when you first create a map, however I'm not 100% sure what they are, and what choosing different dependencies means so far as your map goes. It seems to be something that gets glossed over in a lot of tutorials.
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@fishy77: Go
Thanks, I appreciate your effort.
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I second this. I very recently decided to come back to map editing (used to do it in various games including WC3) so I was hoping to plow through some tutorials this weekend, but the tutorial list is almost all broken links. This is actually true of a lot of SC2 editor tutorial sites across the web, I'm having a hard time finding tutorials that are still functional.