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World editor-ception

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The cinematic/movie maker maps, where the goal is to create the best short film, come pretty close. Other than that, maze/puzzle builder type maps are not too far.

I doubt anyone's actually tried to do it, because what would be the point?
Maybe if you came up with a really good reason, someone would start working on it.
Best I can come up with is that it would allow you to test some things really fast without having to load the game up, but that doesn't take long anyway, and the amount of time it would take to create things in-game would probably more than make up for it.
So you'd have to create an editor that is somehow the same speed or faster when it comes to triggering and object editing... And then it's only useful for testing things in-game because it wouldn't be at all worth it to try to extract the information from your in-game editor.
 
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I played the map which you can spawn units by picking what kind of units you want from every structures at the top-left corner of the map
After you picked one, they'll teleport into your spawner.
I forgotten what's the title of the map because I played that long time ago.
 
http://warcraft.ingame.de/forum/threads/167389-UME-Ulu-Mulu-Ingame-Editor (german)

That project actually tried to make a universal ingame editor. I do not find a working download link anymore, though.
It's actually just a take on the old dungeon master map concepts of Starcraft.
The genre kind of died simply because DM maps just didn't work well enough for two simple reasons:
1) it took way too long to design content inside the map, so players get bored fast and leave the game before you are even done with your design
2) there is no way to save your designs and scenarios

... and while 1) can probably be fixed, 2) can not.
 
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It's actually just a take on the old dungeon master map concepts of Starcraft.
The genre kind of died simply because DM maps just didn't work well enough for two simple reasons:
1) it took way too long to design content inside the map, so players get bored fast and leave the game before you are even done with your design
2) there is no way to save your designs and scenarios

... and while 1) can probably be fixed, 2) can not.

What makes you believe so? The first post states that the ingame editor could create triggers and objects, that an advantage would be to try out stuff directly without having to restart the game and that you could work on the map simultaneously with other users. I do not see word about an actual playing experience.

Mithilfe des Tools "Grimoire" ist es möglich mit einem Aktionsaufruf Text in eine Datei auf dem Computer zu speichern. Man macht also seine Trigger und wenn man fertig ist benutzt man eine Option um den Text in die Datei zu speichern. Dann beendet man Warcraft, kopiert den Text in die Map, speichert ab und man hat das was man ingame erstellt hat.

translated:
Aided by the tool "Grimoire", by calling an action, it becomes possible to store text in a file on the computer. So you make your triggers and store it inside the file. You terminate Warcraft, copy the text into the map, save and gain hold of what you created ingame.
 
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2) there is no way to save your designs and scenarios

... and while 1) can probably be fixed, 2) can not.
Intriguing. That makes me wonder - are there any maps, like the ones we've been talking about here, wherein you are able to save what you create in the map with a save code like one does with heroes in RPGs? It might be interesting to try to create a system that allows you to do so.
Then you can do the whole DM creation thing beforehand, and load it up as a template as many times as you want.
because what would be the point?
We have found the point
 
What makes you believe so? The first post states that the ingame editor could create triggers and objects, that an advantage would be to try out stuff directly without having to restart the game and that you could work on the map simultaneously with other users. I do not see word about an actual playing experience.
I misunderstood then. But that actually makes it worse. There is no way you can prototype satisfying triggers with the limited input possibilities of WC3 ingame without it taking much longer than in the original editor.

I just don't see any advantage of prototyping triggers ingame instead of in the editor. Launching the test map from the editor takes what, 10 seconds?

The "people working on the same time" thing is a pseudo-advantage. In reality, you never have two people working on the same code at the same time. You delegate sub programs and then merge everything at the end.
And you can easily merge script in Newgen anyway.
 
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