Author : Lonewolf


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ZacD's Avatar
Old (#1)
Lets get some info and tutorials written up for this, I'm sure a lot of people want to see how powerful it is.
Its only currently available to beta testers.

Cool sites to look at
http://www.sc2mapster.com/

General UI

The editor is divided in 7 "layers" terrain, Units, Doodads, Points, Regions, Cameras, and Pathing.
And 6 modules Terran, Triggers, Data, Text, Import, and over view.

  • Terran mode allows the blending of 7 terrain textures, height variation, 3 levels of cliffs (flat, cliffs, high cliffs, and low uplayable canyons) there's also water, and 2 cliff types

Space switches between dropping/drawing and selection mode

Mouse wheel is zoom, ctrl right click is rotate. shift right click is also zoom and alt right click is vertical panning.

Holding down shift "force places" units



Custom Assets INFO

.m3 seems to be the only model type it can import or export, if anyone has any experience with this file type please fill us in and how to export to that file type.

There's some cinematics and animation stuff to mess with in the editor, I don't know if its only game cinematics, or if it allows you to do in game cut scenes like blizzard has show cased.

http://i43.tinypic.com/28ivozm.jpg


Here's 2 cool asset "mods"

custom/replaced? terrain tileset
http://www.sc2mapster.com/assets/coastal-tileset/

Texture replacement for zerg
http://www.sc2mapster.com/assets/frozen-zerg/

Last edited by ZacD; 04-23-2010 at 08:09 AM..
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cryrid's Avatar
Old (#2)
Something tells me this wont get used nearly as much as the unreal/marmoset/xnormal threads :P

Quote:
.m3 seems to be the only model type it can import or export, if anyone has any experience with this file type please fill us in and how to export to that file type.
http://gamesmodding.com/m3-files ?
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ZacD's Avatar
Old (#3)
Blizzard apparently exports to .m3 from 3DS Max, hopefully they release some plug ins, if not people will make their own.



You can easily change the attacks under Data > Weapons +

If you put 2 attacks under the options, it seems to randomly switch between.


Textures are stored as dds
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Arkadius's Avatar
Old (#4)
Interesting stuff I was messing with the editor earlier. It is already looking way better than Warcraft 3's editor.
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fullofclovers's Avatar
Old (#5)
I had no idea this even came out. Thanks for the heads up!
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AtlusZMH's Avatar
Old (#6)
STUCK AT SCHOOL DAMNNNNNN X.x

(am planning to add a lot to this thread :P)
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Raymond Arnold's Avatar
Old (#7)
So, is the editor just available to people in beta? Is there any way to get ahold of it?

Last edited by Raymond Arnold; 04-22-2010 at 10:06 PM..
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Ott's Avatar
Old (#8)
If you want to start a master thread, can you start by telling me these two things?

#1 How to actually get a map vs. ai working? I can't seem to correctly get the conditions / base positions figured out. Every time I launch to test it, it immediately says I win. The AI is recognized as an enemy, but doesn't actually do anything but stand there and die =( (Pretend I am a total noob at this thing)

#2 Back in "The Old Days" there was a way to set an initial starting base literally RIGHT next to the "super duper awesome ore nodes". Figured out how to do that yet? Or alter the value of the nodes you place?

The color, emissive, post processing, lighting....omg it's all so fluid and easy to make global settings and it's total hawtness.

As far as "getting the editor", anyone who is in the beta gets a copy of the editor as of today. Next week sometime we will be able to publish / share maps supposedly via b.net.

Not in the beta? Go to gamestop.com and pre-order for a beta key. It's as simple as that! (Might be other stores doing beta keys too, but I just heard about this. And yes, you can do it all digitally too)
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Neox's Avatar
Old (#9)
maybe a link to the tool you discuss about would be good in the first poost, i'm too lazy to search for it :P
bonus vir semper tiro.

Steffen 'Neox' Unger
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SpeCter's Avatar
Old (#10)
I think you get the Map Editor only if you participate in the closed beta.I have in mind that it is delivered through a patch or something.

Correct me if i´m wrong
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AtlusZMH's Avatar
Old (#11)
Looks like somebody made a .m3 IMPORTER if anyone is interested in that.. would need a .MPQ extractor to get to the .m3 files, but it would give some insight on tech specs of all the models without digging through the editor's menus so much Here's to hoping someone codes an exporter :P

http://www.sc2mapster.com/assets/m3-import-plugin/
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renderhjs's Avatar
Old (#12)
A first nice overview post is kinda missing here. Like a summary of all the important links and sources needed for creating maps for SC2.
Like now this is going in all kinds of directions but what really matters is a good starting point, so please add links like download links, informations etc.
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Joao Sapiro's Avatar
Old (#13)
starEd 1 was awesome to make maps and custom campaigns, really easy to grasp , hope this new editor is even better doodads.
Joao Sapiro Josue - 3D freelance artist
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crazyfingers's Avatar
Old (#14)
not sure how long it'll last, but some awesome stuff happening here:

http://www.livestream.com/hybred?utm...content=hybred

guy's already got a unit responding to wasd and camera follow.
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ZacD's Avatar
Old (#15)
Quote:
Originally Posted by renderhjs View Post
A first nice overview post is kinda missing here. Like a summary of all the important links and sources needed for creating maps for SC2.
Like now this is going in all kinds of directions but what really matters is a good starting point, so please add links like download links, informations etc.

Sorry it was just launched and their no real official tutorials or videos, I'll clean it up once more info is figured out.
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ZacD's Avatar
Old (#16)
@Ott

1) Try looking under Map > Team placement

2) Shift clicking a mineral next to a base, hit space, double click on the minerals, change its amount
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Ott's Avatar
Old (#17)
Yeah, I figured out how to alter the mineral amounts and customize some of their properties, but Im trying to find the parameter that allows you to basically dump your starting position building right next to the mineral field closer. Like, 1 grid square away.

The other parameter I want to adjust is how many workers can mine from one mineral node at a time. By default it is set to like 2...I want it to be 100 ;)
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ZacD's Avatar
Old (#18)
you can shift click a mineral patch anywhere, even on the edge of a cliff, same thing with buildings and units, I'm looking under data and I don't see any worker options, let me mess with it some more.
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ZacD's Avatar
Old (#19)
Here's 2 pretty useful tutorials

http://www.sc2mapster.com/api-docs/g...h-galaxy-edit/
  • Covers the GUI

http://vimeo.com/11181508
  • Create a custom map
  • Adjust the triggers for a non melee game
  • Add units to the map for human/computer controlled players
  • Edit the Marine unit to add the Raven's seeker missile ability
  • Edit the seeker missile ability to target a point/unit instead of just a unit
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ZacD's Avatar
Old (#20)
Oh, I also found out you don't need a key to get the editor, but you need to download the beta client. It'll add the editor when it does patches and you can test and launch maps through that. But I don't know how legal that is.

just google "download starcraft 2 beta client"

Last edited by ZacD; 04-25-2010 at 03:08 PM..
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ZacD's Avatar
Old (#21)
Here's a cool racing game with wasd movement.


Last edited by ZacD; 04-25-2010 at 10:43 PM..
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BradMyers82's Avatar
Old (#22)
I'm not on beta.
I feel so left out.
3d Artist @ Escalation Studios:
Portfolio: www.BradM3d.com
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Ged's Avatar
Old (#23)
sweet little racing game they made, looks like iron man offroad haha nifty editor
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ZacD's Avatar
Old (#24)
And if you thought that was impressive, how about a top down shooter?

Galaga?


Last edited by ZacD; 04-25-2010 at 10:42 PM..
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breakneck's Avatar
Old (#25)
this was brought up:
3ds max (edit) importer.
http://www.sc2mapster.com/assets/m3-import-plugin/

over in this thread:
http://boards.polycount.net/showthread.php?t=72273

Last edited by breakneck; 04-26-2010 at 06:56 PM..
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