UPDATE: Batch #30 map editor

Feb. 18 1:55 PM by Scott Pytlik

Everything that is known about the game up until this point is included in the various previews in the news section so, from now on I'll try and keep my news related updates as short winded and to the point as possible.

The Blizzard community manager, Karune as he is known on the boards, frequently updates the StarCraft community with current developments in the games progress. He chats with the games developers, artists, and storyline writers to get us the most up-to-date and accurate info he can. In his latest update batch titled "Map maker series," he has talked with Brett Woods about the direction the developers are going in with the map making tools.

Personally I was never big into making my own maps in the original games, frankly I wasn't very good at it and didn't have the patience, but that doesn't mean I'm not pumped to hear about what SCII's map editor tools are bringing to the table. Having fresh new maps to play online is important and some of the creations from the original games ended up being more balanced and more competitive than any of the official maps Blizzard had to offer.

Read on to see what Karune and Brett Woods had to say in regards to fans questions about the map editing tools for SCII.

Going along with our monthly discussion topic about map making requests, we've sought to get more answers to help direct these upcoming discussions.

Chat with Devs: Brett Woods is back with us to answer our community map making questions. We cant stress enough that StarCraft II is going to have immense potential in the UMS (User Map Settings) area, where we hope to seriously empower the community with the tools you need, to create some awesome gaming additions to StarCraft II.

---StarCraft II Q&A Batch 30: Map Maker Series 3---

1) Will it be possible to code the game so map makers can make maps where people can stop incoming spell/missile?

This should be possible through customized ability data and/or triggers.

2) Will we have selectable male/female of every unit?

No, we don't have plans to include male and female versions of each unit.

3) Will we have the option to give players the option to change weapons in-game?

While we don't have any plans for a specialized interface for this, it would be possible using the highly flexible ability system.

4) Will you guys link multiplayer maps, so mapmakers can make multiplayer campaigns?

Yes, we do plan to support multiplayer campaigns and linked maps.

5) Will all buildings stand alone and also can we have the ability to disable tech trees?

The tech tree will be fully configurable through customized data and/or triggers.

6) Will research or firing a skill in a certain location be part of the tech tree enabling, for example Stim Packs could be researched to enable a Factory?

Yes, the tech tree and upgrade system will be fully configurable from the editor.

7) Will it be possible for AI to be commanded to research a skill, perform an upgrade, build a building at a location, build a unit at a location, retreat from a location?

Yes, there will be extensive AI scripting support.

8) Will mapmakers have the ability to set weather that can change the terrain and interrupt gameplay for players? Is this for anywhere or in a specific location?

Weather effect technology has not yet been finalized. However, even if weather effects do not affect gameplay normally, it would be possible to drive both the desired weather effects and associated gameplay effects through triggers.

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