
- STARCRAFT 2 EDITOR LEGIONNAIRE MOD
- STARCRAFT 2 EDITOR LEGIONNAIRE UPGRADE
- STARCRAFT 2 EDITOR LEGIONNAIRE FULL
* The editor should support multi-player campaigns and linked maps. * The map pool for competitive play will only be Blizzard maps or Blizzard-approved maps (no customs). * The editor will support "locking" maps. * There will be extensive AI scripting support. The exact value hasn't been nailed down yet and will depend on optimizations near the end of the project. * StarCraft II unit placement limits will likely be a healthy boost over the limits of Warcraft III. * Any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with. * Many of the original map tile sets such as Mar Sara, Char, Shakuras, and Space Platform will be back in StarCraft II, as well as a few additional ones including a new Shattered City tile set. * There will be doodads like customizable light or shader doodads. * Doodad placement value will be on the same order as Warcraft III (i.e. Essentially, you can define your own tileset in the editor (something that wasn't really supported even in Warcraft III). * Terrain texture and tilesets will be mixable. * The Tauren Marine is going to be included in the StarCraft II map editor. * There are no plans to include male and female versions of each unit. * These will include various units from the original StarCraft, such as the Protoss Dragoon. * There will be units included in the Map Editor that will not be in the standard multi-player skirmish mode. * Map makers will be able to remove the blur effect that is currently on StarCraft II's invisible units. * In the editor, users can adjust the footprint of buildings to whatever shape and size they like. * All units defined in the data files will be usable in the editor without the use of 3rd party tools. * All regeneration rates can be easily changed. * There is added support for one additional custom resource type. In addition, upgrades will now be down-gradeable via triggers as well (by using a negative value). * Upgrades are arbitrarily extendable, as they were in WarCraft III.
STARCRAFT 2 EDITOR LEGIONNAIRE UPGRADE
* The tech tree and upgrade system will be fully configurable from the editor. * It should be possible, using the highly flexible ability system, to allow units to change weapons in-game.
STARCRAFT 2 EDITOR LEGIONNAIRE MOD
* Custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps, as long as the mod defining the race is loaded. * Generally speaking, setting up abilities and effects will be easier through data customization than using triggers. You could make the entire ability without having to use any triggers or scripting at all. * In the StarCraft II editor, new abilities with effects that would have to be triggered in the WarCraftIII editor can be set up completely in the data files. That said, virtually every aspect of the editor has at least some improvements over WarCraft III/StarCraft. * Very broadly speaking, the biggest improvements over Warcraft III will be found in the data editor, where literally every game database file is exposed for modification, and in the trigger editor, which now features the ability to define custom functions and libraries. * This editor will have many more scripting options available to users, and will allow for even more user creativity in their maps than the Warcraft III/StarCraft editors. * StarCraft II's editor uses a proprietary scripting language that is based largely on C with some special parameters specific to the game (note: this language is not the WCIII scripting language JASS).
STARCRAFT 2 EDITOR LEGIONNAIRE FULL
* It will be possible to use the full 3D cinematics mechanic from the single player campaign in the map editor 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. * Weather effect technology has not yet been finalized. * It should be possible through customized ability data and/or triggers to stop/alter missiles in-flight. * The editor will support text coloring, unit coloring, and neutral player units. * ALL script functionality from the underlying language should also be exposed in the Trigger Editor UI. * Any limits on regions or triggers will be at least in the thousands. * The editor for StarCraft II will be very easy to use for new players to create their own custom maps and games. * Users will have access to a user-friendly Trigger Editor, which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. (Thus he quoted from a wiki-link that doesn't work nowadays.) You might find this information old, you might not, anyways it's a sum-up which I appreciated. Found this on, and I wanted to share with you guys
