- Joined
- Jan 23, 2007
- Messages
- 1,302
i figure.. we the mappers know best what sc2 editor is missing... so here's how this works... you guys post any ideas, for specific improvements... (don't just say: this sux needs better.. give some ideas as to how), and ill update my list with those ideas (if multiple ideas achieve the same means, i may 'overwrite' the idea with whichever one i believe best fulfills the job on my master list..)
Doodads:
Terran(anything that looks potentially human)
destroyed
Structure (anything big, or combined models)
Props (anything small we can add anywhere to make our own structures with...
undestroyed
Structures
Props
Protoss (anything that looks like it could be protoss, this includes xel naga stuff...)
destroyed(runins n stuff)
structures
Props
Undestroyed
structures
Props
Zerg (this would be anything semi-organic that looks zerg like )
structures (anything large and squishy, probably any infested building models)
props (anything organicish that looks squish,
Misc
natural
animal/bones
plants
rocks/minerals
emitters
light
sight blockers(only really needs maybe 8 doodads)
No-see(Ground-directional): the dood will be an an editor only box, with arrow facing a specific angle), anything on the
No-See(ground):
No-see (Air-directional):
no-see(air):
UberSplats
Intelligent Design: (anything that looks like terrain or protoss could have made it)
Organic: anything made by zerg, plants, or blood ect, or otherwise naturally occurring
1. sticky movement option (doodads will only move in 8 directions, based on the current FACING of the selected doodad, thus allowing for easily aligning doodads on X/Y axis, Z axis align would be nice as-well, (maybe give 2 Z's global Z height, and terrain based Z height)
2. Ignore All placement Reqs (a mode/hot-key to force all doodads to ignore placement rules, including newly created)
3. Brighten, i see you still cant make a doodad lighter than its default.., maybe instead of setting 255,255,255 as the default, maybe 127 could be 'normal' color, making 255/0/0 pure red(the texture wouldn't show through at all)
4. give an 'options' button (beside the doodads model)when placing doodads of a type, when pressed a window with all possible variations(in checkbox's,and a random checked variation is selected each time a new doodad of that type is placed), default custom color, default facing (1-360 would default to face that way -1 would give random angle, default min random scale xyz, default max random scale, xyz, default height
5. We need more basic doodads, and less 'batch' doodads... its OK to see the same light post 20 times, but its not OK to see the same building 20 times...
(inserts list of needed basic doodads)
every doodad that is being used in the current map should be underlined or highlighted or something so you know its being used.. (probably same with units)
also its kinda easy to loose which doodad your on when placing (especially if u haven't narrowed the results with a search)
Terrain:
1. Texture Planes: flat 'planes' that are essentially 5 movable points, (the 4 corners and the center), the plane would then stretch to the position(if possible not stretching the texture to much) of all 5 points, they would also be able to use every ground/cliff texture, and if possible ANY texture, or piece of texture the user chooses
2. completely vertical terrain, i don't want no 85 degree angles, 89 might be acceptable
3. snap to doodad: if possible the ability to snap a piece of terrain to a particular part of a doodad (hold a certain key, click a specific part of the doodad, and the terrain below it matches its height, without raising the doodad itself (the nearest single square terrain unit),
4.sticky movement: same as for doodads, except locked at 0/45/90/ect
5. get rid of the spinny selection circle, replace with a solid line (or at-least put a solid line, with the spiny line over it...
allow for more cliff heights than 4...., we need at-least 8, and make them more uniform, except maybe the lowest, and the highest, which can be extreme, also decrease the distance of cliff height significantly (maybe 1/2-2/3 as tall as the default, to 1 level up height is)
Pathing:
the pathing editor is a start.. but its kinda annoying i think sticking to squares might be better than the triangles...., also the pathing shape that is going to be added should be displayed on mousover (maybe in a semi-clear hue)
also more pathing options:
no-fly: not just the current 'no fly zone' it should really be part of the regular pathing editor, and be mapable
no-ground: stops all ground based movement
no-build: stops the building or landing of structures on it..
no-drive: stops anything that has wheels from moving over it
Clear-Path: removes all pathing from a point (if used on cliffs, they become walkable.., if used on doodads it overwrites their pathing maps (not the maps of units/buildings however))
Climb-only: allows only units able to climb at-least 1 cliff level to pass over this terrain
Climb-only 2: allows only units who can climb 2 or more cliff levels to pass...
Slow-ground(-30%), slow-ground(-50%): Slows anything that is currently walking on ground by whatever %
drive-slow (-30%), drive-slow (-50%), Drive- fast (+40%): increases or decreases drive speed by whatever %, on anything that has wheels.
Extend-range(5%,10%,20%,30%,50%, 100%,): allows anyone on this pathing to have an attack, and sight range bonus against anyone on reduce-range pathing ONLY.
Reduce-range(0%.10%,50%,90%): reduces the range of anyone on it against units on extend range pathing, and reducing range, with the following formula: (oldrange/(1+(extendedrange%/100))*(1-(reducerange%/100))= new units range, but ONLY vs units on extend-range pathing.
also every one of these should be combinable if the person paints both over a the same point it would be affected by both..
Doodads:
Terran(anything that looks potentially human)
destroyed
Structure (anything big, or combined models)
Props (anything small we can add anywhere to make our own structures with...
undestroyed
Structures
Props
Protoss (anything that looks like it could be protoss, this includes xel naga stuff...)
destroyed(runins n stuff)
structures
Props
Undestroyed
structures
Props
Zerg (this would be anything semi-organic that looks zerg like )
structures (anything large and squishy, probably any infested building models)
props (anything organicish that looks squish,
Misc
natural
animal/bones
plants
rocks/minerals
emitters
light
sight blockers(only really needs maybe 8 doodads)
No-see(Ground-directional): the dood will be an an editor only box, with arrow facing a specific angle), anything on the
No-See(ground):
No-see (Air-directional):
no-see(air):
UberSplats
Intelligent Design: (anything that looks like terrain or protoss could have made it)
Organic: anything made by zerg, plants, or blood ect, or otherwise naturally occurring
1. sticky movement option (doodads will only move in 8 directions, based on the current FACING of the selected doodad, thus allowing for easily aligning doodads on X/Y axis, Z axis align would be nice as-well, (maybe give 2 Z's global Z height, and terrain based Z height)
2. Ignore All placement Reqs (a mode/hot-key to force all doodads to ignore placement rules, including newly created)
3. Brighten, i see you still cant make a doodad lighter than its default.., maybe instead of setting 255,255,255 as the default, maybe 127 could be 'normal' color, making 255/0/0 pure red(the texture wouldn't show through at all)
4. give an 'options' button (beside the doodads model)when placing doodads of a type, when pressed a window with all possible variations(in checkbox's,and a random checked variation is selected each time a new doodad of that type is placed), default custom color, default facing (1-360 would default to face that way -1 would give random angle, default min random scale xyz, default max random scale, xyz, default height
5. We need more basic doodads, and less 'batch' doodads... its OK to see the same light post 20 times, but its not OK to see the same building 20 times...
(inserts list of needed basic doodads)
every doodad that is being used in the current map should be underlined or highlighted or something so you know its being used.. (probably same with units)
also its kinda easy to loose which doodad your on when placing (especially if u haven't narrowed the results with a search)
Terrain:
1. Texture Planes: flat 'planes' that are essentially 5 movable points, (the 4 corners and the center), the plane would then stretch to the position(if possible not stretching the texture to much) of all 5 points, they would also be able to use every ground/cliff texture, and if possible ANY texture, or piece of texture the user chooses
2. completely vertical terrain, i don't want no 85 degree angles, 89 might be acceptable
3. snap to doodad: if possible the ability to snap a piece of terrain to a particular part of a doodad (hold a certain key, click a specific part of the doodad, and the terrain below it matches its height, without raising the doodad itself (the nearest single square terrain unit),
4.sticky movement: same as for doodads, except locked at 0/45/90/ect
5. get rid of the spinny selection circle, replace with a solid line (or at-least put a solid line, with the spiny line over it...
allow for more cliff heights than 4...., we need at-least 8, and make them more uniform, except maybe the lowest, and the highest, which can be extreme, also decrease the distance of cliff height significantly (maybe 1/2-2/3 as tall as the default, to 1 level up height is)
Pathing:
the pathing editor is a start.. but its kinda annoying i think sticking to squares might be better than the triangles...., also the pathing shape that is going to be added should be displayed on mousover (maybe in a semi-clear hue)
also more pathing options:
no-fly: not just the current 'no fly zone' it should really be part of the regular pathing editor, and be mapable
no-ground: stops all ground based movement
no-build: stops the building or landing of structures on it..
no-drive: stops anything that has wheels from moving over it
Clear-Path: removes all pathing from a point (if used on cliffs, they become walkable.., if used on doodads it overwrites their pathing maps (not the maps of units/buildings however))
Climb-only: allows only units able to climb at-least 1 cliff level to pass over this terrain
Climb-only 2: allows only units who can climb 2 or more cliff levels to pass...
Slow-ground(-30%), slow-ground(-50%): Slows anything that is currently walking on ground by whatever %
drive-slow (-30%), drive-slow (-50%), Drive- fast (+40%): increases or decreases drive speed by whatever %, on anything that has wheels.
Extend-range(5%,10%,20%,30%,50%, 100%,): allows anyone on this pathing to have an attack, and sight range bonus against anyone on reduce-range pathing ONLY.
Reduce-range(0%.10%,50%,90%): reduces the range of anyone on it against units on extend range pathing, and reducing range, with the following formula: (oldrange/(1+(extendedrange%/100))*(1-(reducerange%/100))= new units range, but ONLY vs units on extend-range pathing.
also every one of these should be combinable if the person paints both over a the same point it would be affected by both..