A good train of thought for sure, I keep mine a bit simpler. Been playing video games for nearly 3 decades myself, so my process is, would I want to play this? Does this design work for me while I'm playing? Won't be what everyone wants for sure, but even if you consider everyone it won't be what everyone wants. Just much simpler to only have one person to consider rather than think about all of them.
Sounds like you got a good start in any case, if you get stuck for more than an hour on something I'd encourage posting on here or hitting the irc chat at #sc2mapster through webchat.freenode.net. Don't be expecting instant answers or anything, but someone will typically get back to you within a day. Who it might be will be a mystery, depends who is awake, on here, and is familiar with the assets you are trying to work with. No one on here is a master of it all, but each definitely has their areas of expertise. Best of luck getting going.
You are correct in that the data editor is scary to start with, you aren't the first to notice this, you certainly won't be the last either. First few months of getting more used to the SC2 Editor, I pretty much forced myself to figure everything out using data only. Trigger editor isn't scary at all in comparison, probably because you can just organize the bits and pieces however you want, rather than follow the magical trail that is the data editor, lol.
The War3 to SC2 transition I've been told is bad, however I would argue the BW to SC2 transition is even worse. Anyways, point being, stick with it. If I can catch up from BW, no reason you cannot catch up from War3. Since no one has mentioned this yet, in the data editor you'll probably be spending the vast majority of your time in actors, effects, and behavior fields. Of course many others are important, but I guarantee you that you will not be spending anywhere near as much time in those areas. Other important ones to really getting going but not quite as prevalent will be the Ability, Requirement, Validator, and Unit fields.
Wouldn't let the Arcade talk scare you too much, it is a tradition on here to have a discussion about the arcade/popularity/rating system every few months. And every time it brings up the past, rehashed crap that has been said a hundred times already. I guess complaining about how the system is unfair is easier than just making your project that much better to not have these sorts of problems? I wouldn't sweat that too much, a map type that people actually like with high quality and high fun factor will get noticed. Is a problem I've seen with a lot of maps that didn't do so great, high quality everything, but they forgot to make the map fun. SCU is an awesome example of this, great layout, great use of story, great use of models/recolors/attachments, high amount of heroes and abilities and such, is basically an SC2 MMO almost, but they forgot to make the game fun at all. Is just button mash 2013. Don't be those people, make sure the map is fun too :P
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@Frinckles: Go
A good train of thought for sure, I keep mine a bit simpler. Been playing video games for nearly 3 decades myself, so my process is, would I want to play this? Does this design work for me while I'm playing? Won't be what everyone wants for sure, but even if you consider everyone it won't be what everyone wants. Just much simpler to only have one person to consider rather than think about all of them.
Sounds like you got a good start in any case, if you get stuck for more than an hour on something I'd encourage posting on here or hitting the irc chat at #sc2mapster through webchat.freenode.net. Don't be expecting instant answers or anything, but someone will typically get back to you within a day. Who it might be will be a mystery, depends who is awake, on here, and is familiar with the assets you are trying to work with. No one on here is a master of it all, but each definitely has their areas of expertise. Best of luck getting going.
You are correct in that the data editor is scary to start with, you aren't the first to notice this, you certainly won't be the last either. First few months of getting more used to the SC2 Editor, I pretty much forced myself to figure everything out using data only. Trigger editor isn't scary at all in comparison, probably because you can just organize the bits and pieces however you want, rather than follow the magical trail that is the data editor, lol.
The War3 to SC2 transition I've been told is bad, however I would argue the BW to SC2 transition is even worse. Anyways, point being, stick with it. If I can catch up from BW, no reason you cannot catch up from War3. Since no one has mentioned this yet, in the data editor you'll probably be spending the vast majority of your time in actors, effects, and behavior fields. Of course many others are important, but I guarantee you that you will not be spending anywhere near as much time in those areas. Other important ones to really getting going but not quite as prevalent will be the Ability, Requirement, Validator, and Unit fields.
Wouldn't let the Arcade talk scare you too much, it is a tradition on here to have a discussion about the arcade/popularity/rating system every few months. And every time it brings up the past, rehashed crap that has been said a hundred times already. I guess complaining about how the system is unfair is easier than just making your project that much better to not have these sorts of problems? I wouldn't sweat that too much, a map type that people actually like with high quality and high fun factor will get noticed. Is a problem I've seen with a lot of maps that didn't do so great, high quality everything, but they forgot to make the map fun. SCU is an awesome example of this, great layout, great use of story, great use of models/recolors/attachments, high amount of heroes and abilities and such, is basically an SC2 MMO almost, but they forgot to make the game fun at all. Is just button mash 2013. Don't be those people, make sure the map is fun too :P