Blizzcon Winners, Blues

Tomorrow is the Blizzcon and this is going to be very exciting. Sixen is already in Anaheim and will be able to get us fresh informations about Starcraft 2 maps! Friday 3pm-4pm is the Starcraft 2 Map talk on the main stage :)

greythepirate found out that you could use the Trigger Debugging Window on Battle.net maps. While this is not really useful this is still fun :)

Blizzcon Map Winners

I have been able to find out two of the three winners of the Blizzard Custom Map Contest. We can see that Blizzard chose action maps, they are both using mouse control and have really few abilities to master.

Rocket Missile Arena Deluxe (MAD) by Acemore

Missile Arena Deluxe is a Team versus Team map. With only a few abilities the skill takes great part in victory. The map is not yet published on Battle.net so you will have to wait after the Blizzcon to play it ;)

  • Move around the map: Right click
  • Shoot a missile: Left Click
  • Jump: Space

by Galdiuz

Photon Command is a solo map that is really to understand: you just have to left click on the map to send bullets to kill the incoming units! Each new wave is harder than the one before and you can learn new abilities through the levels. There's 45 waves, with bosses every 15 waves.

You can already play it on Battle.net searching for "Photon Command".

Blue Posts

Here's the latest round of blue posts :)

Quote:

(Ardnived) - Is it possible to easily rotate doodads in three dimensions for the purposes for terraining? The only way that I have found is through Host Site Operations, which I can't seem to get to work anyways. In warcraft 3 we had Roll and Pitch which was reasonably easy to work with, but I cannot find anything similar to that in the Data Editor.

You should be able to rotate a type of doodad by using Site Operations, but we are also considering adding support for per-placed doodad pitch and roll.

(PointBlank) - Why is there nothing to change unit attributes (Heroic, Armored, Biological) in the data editor, editing/adding more such as changing "Armored" to "Heavy" or adding another like "Immortal"

You can rename the unit attributes in the text editor by modifying the strings that begin with e_unitAttribute. Certain attributes will still affect in-game functionality like the Structure attribute.

(Wakeman) - Can you add some kind of "unit / ability creation wizard" to the editor in the future?

We've considered adding a unit wizard to the editor frequently and have generally decided to focus on improving the existing UI for editing data instead. However, we're still planning on adding a simple unit wizard in a future patch.

(Roanari) - How about triggers allowing you to change some of the properties of effects?

You can already change certain fields of effects using the Catalog Field Value Set trigger, or the upgrade system. Let us know if there are specific fields that are important to be able to change through triggers.

(Skittles) - (How do I...) Set animation speed for all animations.

You can use the Set Time Scale Global actor message to control animation speed for all animations.

(Skittles) - (Any plans to add...) Holding shift while painting in the terrain editor to make straight lines.

We're planning on adding this feature in a future patch.

17

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