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BUG report.
I'm sorry. Usually a report form automatically shows up when the editor crashes, but this one is a different "bug". Command used: Duplicate Object... Data type: Actor Object duplicated: MedivacTransport Load Sound Checked boxes: MedivacTransport Load Sound Sound Steps executed: - As usual, I changed the Duplicated Object's Name and ID to CUSTOM Transport Load Sound (CUSTOMTransportLoadSound). - In the Actor Event tab, there are 3 Transport Events already set (Medivac, Bunker, and Command Center). - I deleted all Transport Events except one (the Medivac). - I then pointed the Source Name of that Transport Event from Medivac - Load-Unload (Medivac) to a custom-made Ability, namely, CUSTOM - Load-Unload (CUSTOM). - I then proceeded changing other things (the copied sound link in the Sounds data type), then went back to the Actor tab and looked back at the CUSTOM Transport Load Sound actor. - Then I checked the Object Explorer window frame (lower left, activated by clicking on the "Observer" icon). - There should be only ONE ability LINKED to the actor, but in addition to the custom ability, 2 old abilities are still linked there (Bunker and Command Center). - The Actor Event tab indicated that there IS only 1 Transport Event, because the other 2 have been deleted previously. - However, for some reasons, the 2 abilities are still showing up as linked (on the Object Explorer, but don't exist under the Actor Event tab). - NOTE: The Destroy event is not mentioned in here because it's a standard required event; I left it untouched. Workaround: - I created an empty object instead of duplicating the actor. - Then proceeded by adding all relevant field values manually; switching back and forth between original and custom. - This time, the Object Explorer correctly showed one linked Ability. - NOTE: I did not try closing and re-starting the editor, because I personally think the editor shouldn't be doing that kind of behavior in the first place. Conclusion: - The above situation may or may not bug the system, but it certainly bugged me out. Because, in the long run, the "false" links would only create false impressions. - The editor itself is very flexible and powerful compared to other RTS editors, however, some small quirks made the editor feel a little bit "fragile" to some rough sessions. |
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Suggestion.
In the Data Module (with Show Table View turned on), when I right-click on any field value there is a "Reset to Parent Value..." command. This, at first, gave me the impression that I'm resetting/importing the currently highlighted value BACK to Parent Value. Which is false, because the command actually applies/exports the currently highlighted value TO Parent Value. We already have the "Apply Value to Children" right above it, so, the logical opposite sentence for it would be "Apply Value to Parent..." instead of "Reset to Parent Value..." This would make a correct impression of the command, imho. |
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Suggestion.
This is a much needed improvement, that does not exist as far as I know. When creating multi-level abilities (for heroes etc), you need to create a Requirement data object for every single ability to restrict at which hero level they can be learnt. A simple change allowing some sort of key reference such as ##abilityName##, that when used in the requirement, automatically replaced the key reference with the ability that is using it - would mean you only need a single requirement for many abilities. Example: Currently I need to do something like:
If I could do something like this instead, it would save a lot of work:
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Edited by Opiemonster on 10/29/10 4:57 AM (PDT)
Add a system where you get levels for playing and reviewing and voting on new maps. Also instead of just having the most popular maps, have popular maps, maps currently being hosted, newest maps etc
How am I supposed to get more people to play my map. I can get my 10 or so bnet friends to play but that wont compete with nexus wars. Anyway, go play micro fortress master! It's an awesome map I created. |
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We should be able to have instances in our map. For example, in an RPG context, I can make a town which is separate from my main map and players will link to that instance when there character goes there. Or say I have a dungeon and I want only 2 people per dungeon, I can do that through the instance.
If we can't have that, at least a feature which allows multiple areas to be created in the starcraft 2 editor. We can have say a maximum of 10 areas where a whole other map exists, but still retains to all the triggers, tileset, data, etc. That would be extremely useful in rpgs and if you wanted to have mini games. You wouldn't have to make a whole bunch of areas on the same map and then fiddle around with the camera to stop the player from seeing these areas. |
We should be able to have instances in our map. For example, in an RPG context, I can make a town which is separate from my main map and players will link to that instance when there character goes there. Or say I have a dungeon and I want only 2 people per dungeon, I can do that through the instance. Camera bounds is alright isn't it? I know it doesn't allow as much map space to work with that an instance would, but it's a lot more practical given the game design, it has a player filter and works on the mini map! That's almost as good as the map bounds trigger in functionality, except with the added bonus that you can pick which player is affected! |
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So...when will the DotA King get his opportunity to show off his DotA skills on Starcraft II with that custom DotA style map that people have been talking about?
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i think star craft 2 need's a custom game log when "click crate a game" there'll be tab or a window of a list of many game's that you downloaded and that you made from your own region and have the option to use your own maps or the maps you downloaded in your own region and perhaps a thing where you can rate the games with star's?
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Fun or not is a good idea but I think you should also be able to rate custom maps when you pick them. That way people can rate the maps that they like that they chose to play on.
This may be open a bit to abuse of people agreeing to rate highly eachothers maps or people getting all their friends to give a map a good rating. But I think that kind of abuse would not scale well and good maps would rise up through the ranks. |
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PLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX ITPLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THE SOTIS NEW HEALTH BAR IS REALLY BAD,.. IT IS VERY DECEIVING THE NEW HEROES FOR THE NEW PATCH IS GOOD, BUT PLEASE DO FIX THE HEALTH BAR,... OR AT LEAST GIVE OPTIONS FOR PLAYERS TO CHOOSE WHETHER TO APPLY THE OLD OR NEW HEALTH BAR,... IN OTHER WORDS, FU CK THAT GOD DAMN NEW HEALTH BAR,... FUC KIN BULL!@#$T IDEA SIGH,... EVEN A NOOB PLAYER CAN KILLSTEAL ME WITH IT,... FIX IT |
PLEASE CAN ANY SOTIS DEVELOPER READ THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! hmmm, I'm not sure if this guy got his message across. However... i think... maybe he doesn't like the new health bar? just a guess. I could be way off base... |
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Currently the trigger editor has functions for removing units from control groups and adding units to control groups but it has no way of retrieving what is actually in a players control group.
I know the editor is not officially supported but if you could find it in your hearts to create a function such as "units in control group" which takes a player number and control group number as parameters and returns a unit group or something simillar then that would provide SO much useful functionality for me and hopefully others as well. Thankyou |
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Suggestion
The ability to use mods on standard maps without having to publish the map separately. Same as a "mutator" in the Unreal series of games. The idea being that you select your map, and you select the mod/mutator separately. This would be good for mods like the custom race type mods. At the moment for people to play any mod I make, it has to be included in a map. I would like to be able to play my mod on all the standard blizz maps. <rant> P.S. A "Suggestion" to all those people who posted about the rating system needing improvement, and the one or two other suggestions that have taken up this entire thread - try reading previous posts on the thread before you post to make sure the suggestion has not already been made. This thread is 6 pages long, but there is only about half a dozen or so suggestions on it. What makes you think Blizz want to wade through this many re-posts? </rant> |
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This thread is very very old. But what the heck.
Doing a lot of GUI work on a map at the moment so I have a few dialog requests:
There is a lot of other feedback I could give but these are the issues affecting me currently |










