I'm relatively new to the Editor as well although I have a bit of experience from the WC3 World Editor and I'm looking for somebody to help me make a project that I've already begun creating. Simply, it's a Zerg RPG so there's work to be done in every corner of the editor. Dogmai insisted to me that they're the best way to learn the basics and more advanced parts of mapping. If you're down, shoot me a PM and I can explain the map in full detail and answer any questions.
The page is not complete yet (because it's a Tumblr blog and I spend most of my time dancing around in the editor) but here is a page for my development of it to give you a little info. http://abamorph.tumblr.com/
Like I said, I'm new to the Editor so if you want a learning buddy, hello. lol
Well put haha. Seems like it's going to be one of those big trial and error processes but I think I'm down for it. There's a lot more help out there now than there was for a lot others when things were brand new so I don't have a ton of room to complain about not have the resources to learn it.
When I design games (or mods/whatever you'd call them) I always follow a few guidelines to make them as fun as possible. When all the functionality of the editor I suppose it could be easy to get carried away with fancy UI's etc. haha. SCU looked really good, it's a shame by your account that it wasn't super duper fun. My impression of it was that it would be super complicated, which is a turn off to any gamer although I haven't had my hands on it so I can't say for sure. I just think to myself, "What would I want to play? Is it possible for them to abuse the system I'm making? Will they want to play again? What methods am I using to encourage them to do stuff?" And I've usually been happy with my results. It's methodical. lol
Yeah, it's more of a shock factor I suppose. I feel like there were probably billions of threads like this when Starcraft came out/was in the beta but seeing as how I'm just hopping into it and there are people who have a very good understanding of it out there I'm just kind of at a crossroads. The world editor was something a person could open up at tweak with little to no experience in mapping and have a huge impact on the game. But I have a ton of experience with that, it just doesn't all translate over to the Data Editor when I have absolutely no idea where anything is. It's a learning curve issue I suppose. The trigger editor is pretty much the same though so I am having fun with that.
@DuckyTheDuck
You're spot on with that for sure.
When you're new on the scene (or any scene) it's kind of hard to get help when you have nowhere to look except tutorials from 2010-2011 that are outdated. >.< But I do plan on being active in the community to see if I can help people with what little I've been able to get decent at on this editor (which is terrain lol) and possibly see if somebody can help me when I hit my own brick walls.
@Soulfilcher
Thanks. :)
It was kind of frustrating when I read that other thread about the arcade dying. I hope it isn't all doom and gloom as people are putting it. I think Starcraft is still just a young game and will probably start getting more map makers (especially WC3 vets) really soon. People are going to start transitioning over soon I'm sure. But yeah, that's a good tip. I've been using Blizz data in the editor to help me figure out where I want units to be. I think I'm more thrown off by little meticulous things like why a probe has "Terran small unit death low/protoss small unit death low." Those models shouldn't be there. O_o
Hi everyone! This is my first post on the forums so I'll explain who I am a little bit! ([Feel free to skip]Not so much as an introduction, but to lead into my main question I'd like to discuss.) I'm currently 20 years old, a college student and a WC3 map making veteran. I've spent a large portion of my life modifying games into something that people can play and enjoy and it all started with that damned World Editor. Eventually I stopped and moved on to different kinds of games that I could manipulate where recently I'd found myself working on the Spoutcraft end of the Minecraft world. I'd always heard about Starcraft II and it was interesting, so I decided to buy the game and check everything out.
As far as the game itself goes.. Well, I loved it. Campaign was damn good, apparently the expansion has been out for four months and I need to hop on that wagon too lol
Anyhow, I began looking into the Galaxy Editor! Fantastic name for the successor to the World Editor. Things were going well until I looked at the Data Editor. It's complicated. I don't even know where to start honestly. There's so many files all connecting to each other in 70 different ways. I'd taken time to read many tutorials all around Google, and maybe I'm just dumb or something.. but I barely managed to conjure up a custom probe unit.. I understand that everything so disconnected is what makes the data editor more powerful than the object editor though I have it admit, it's a really big turn off. I'll probably sound like a broken record by saying I could have done the same basic things in WC3 in a quarter of the time, but I guess it's one of those "Get with the program" (no pun intended) situations.
So, I start working on getting my first Starcraft creation made (A crazy third person RPG), and I drop by here and there to see stuff by people like OneTwoSC (wonderful tutorials) and then I started noticing a few threads here and around the net talking about the state of things with the Arcade itself. People mentioning how the setup causes unpopular maps to have a hell of a hard time dislodging the most recycled popular ones, or how the arcade and map making community is beginning to dwindle if it hadn't already. To be truthful; not to sound rude on my first post here ever, but sometimes you guys are about as good as that damn Data Editor at scaring new or returning map makers away. (That's just my opinion though. <3) I've been having aspiration of creating maps just like in the old days of Parasite, Footmen, Legendary Heroes, Angel Arena hell I'll even throw Dota in there but I won't touch this editor if I feel like my map is going to only see a couple dozen people before it begins collecting dust. I don't think anyone on the planet has the time or patience to go through that kind of crap.
I really just want to know, where does a new map maker start? Is the community dwindling that much? Am I going to magically understand the data editor after I eat a mozzarella stick? I'll assume HoTs didn't do much for the arcade's popularity, but will prophecy of the void? Am I alone in this confusion?
To conclude this whole rant/explanation of where I am: I would like to say a big thanks to the few great people on this website and a few others like it who make tutorials and assets for people new and experienced with the Galaxy editor. The time they put into making those videos is reflected in less time taken to create the next great things!
0
@SearingChicken: Go
Hey Chicken. :)
I'm relatively new to the Editor as well although I have a bit of experience from the WC3 World Editor and I'm looking for somebody to help me make a project that I've already begun creating. Simply, it's a Zerg RPG so there's work to be done in every corner of the editor. Dogmai insisted to me that they're the best way to learn the basics and more advanced parts of mapping. If you're down, shoot me a PM and I can explain the map in full detail and answer any questions.
The page is not complete yet (because it's a Tumblr blog and I spend most of my time dancing around in the editor) but here is a page for my development of it to give you a little info. http://abamorph.tumblr.com/
Like I said, I'm new to the Editor so if you want a learning buddy, hello. lol
0
@Deadzergling: Go
Well put haha. Seems like it's going to be one of those big trial and error processes but I think I'm down for it. There's a lot more help out there now than there was for a lot others when things were brand new so I don't have a ton of room to complain about not have the resources to learn it.
When I design games (or mods/whatever you'd call them) I always follow a few guidelines to make them as fun as possible. When all the functionality of the editor I suppose it could be easy to get carried away with fancy UI's etc. haha. SCU looked really good, it's a shame by your account that it wasn't super duper fun. My impression of it was that it would be super complicated, which is a turn off to any gamer although I haven't had my hands on it so I can't say for sure. I just think to myself, "What would I want to play? Is it possible for them to abuse the system I'm making? Will they want to play again? What methods am I using to encourage them to do stuff?" And I've usually been happy with my results. It's methodical. lol
0
@Doubleclick123
Yeah, it's more of a shock factor I suppose. I feel like there were probably billions of threads like this when Starcraft came out/was in the beta but seeing as how I'm just hopping into it and there are people who have a very good understanding of it out there I'm just kind of at a crossroads. The world editor was something a person could open up at tweak with little to no experience in mapping and have a huge impact on the game. But I have a ton of experience with that, it just doesn't all translate over to the Data Editor when I have absolutely no idea where anything is. It's a learning curve issue I suppose. The trigger editor is pretty much the same though so I am having fun with that.
@DuckyTheDuck
You're spot on with that for sure.
When you're new on the scene (or any scene) it's kind of hard to get help when you have nowhere to look except tutorials from 2010-2011 that are outdated. >.< But I do plan on being active in the community to see if I can help people with what little I've been able to get decent at on this editor (which is terrain lol) and possibly see if somebody can help me when I hit my own brick walls.
@Soulfilcher
Thanks. :)
It was kind of frustrating when I read that other thread about the arcade dying. I hope it isn't all doom and gloom as people are putting it. I think Starcraft is still just a young game and will probably start getting more map makers (especially WC3 vets) really soon. People are going to start transitioning over soon I'm sure. But yeah, that's a good tip. I've been using Blizz data in the editor to help me figure out where I want units to be. I think I'm more thrown off by little meticulous things like why a probe has "Terran small unit death low/protoss small unit death low." Those models shouldn't be there. O_o
@Grenegg
Oh jah.
0
Hi everyone! This is my first post on the forums so I'll explain who I am a little bit! ([Feel free to skip]Not so much as an introduction, but to lead into my main question I'd like to discuss.) I'm currently 20 years old, a college student and a WC3 map making veteran. I've spent a large portion of my life modifying games into something that people can play and enjoy and it all started with that damned World Editor. Eventually I stopped and moved on to different kinds of games that I could manipulate where recently I'd found myself working on the Spoutcraft end of the Minecraft world. I'd always heard about Starcraft II and it was interesting, so I decided to buy the game and check everything out.
As far as the game itself goes.. Well, I loved it. Campaign was damn good, apparently the expansion has been out for four months and I need to hop on that wagon too lol
Anyhow, I began looking into the Galaxy Editor! Fantastic name for the successor to the World Editor. Things were going well until I looked at the Data Editor. It's complicated. I don't even know where to start honestly. There's so many files all connecting to each other in 70 different ways. I'd taken time to read many tutorials all around Google, and maybe I'm just dumb or something.. but I barely managed to conjure up a custom probe unit.. I understand that everything so disconnected is what makes the data editor more powerful than the object editor though I have it admit, it's a really big turn off. I'll probably sound like a broken record by saying I could have done the same basic things in WC3 in a quarter of the time, but I guess it's one of those "Get with the program" (no pun intended) situations.
So, I start working on getting my first Starcraft creation made (A crazy third person RPG), and I drop by here and there to see stuff by people like OneTwoSC (wonderful tutorials) and then I started noticing a few threads here and around the net talking about the state of things with the Arcade itself. People mentioning how the setup causes unpopular maps to have a hell of a hard time dislodging the most recycled popular ones, or how the arcade and map making community is beginning to dwindle if it hadn't already. To be truthful; not to sound rude on my first post here ever, but sometimes you guys are about as good as that damn Data Editor at scaring new or returning map makers away. (That's just my opinion though. <3) I've been having aspiration of creating maps just like in the old days of Parasite, Footmen, Legendary Heroes, Angel Arena hell I'll even throw Dota in there but I won't touch this editor if I feel like my map is going to only see a couple dozen people before it begins collecting dust. I don't think anyone on the planet has the time or patience to go through that kind of crap.
I really just want to know, where does a new map maker start? Is the community dwindling that much? Am I going to magically understand the data editor after I eat a mozzarella stick? I'll assume HoTs didn't do much for the arcade's popularity, but will prophecy of the void? Am I alone in this confusion?
To conclude this whole rant/explanation of where I am: I would like to say a big thanks to the few great people on this website and a few others like it who make tutorials and assets for people new and experienced with the Galaxy editor. The time they put into making those videos is reflected in less time taken to create the next great things!
Thanks for reading,
-F