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废话部分就不翻译了~~直接看看关键~~
As development for StarCraft II moves forward, so is the Map Editor for StarCraft II. We have no doubt that there will be countless awesome mods created for StarCraft II, so we want to make sure your Map Editor questions are definitely not left out of the Q&As. Keep the questions pouring in!
Also, in Batch 38, it was mentioned that Sunken and Spore colonies could move and plant off of Creep while also taking damage when not on Creep. To update, Zerg defenses will not be able to plant off of Creep.
Chat with Devs: Batch 39 focuses on the development of StarCraft IIs Map Editor and I got a chance to chat with our Map Editor Designer, Brett Wood. Brett was able to answer quite a few of our community map editors below. Furthermore, he wanted to also add that the StarCraft II Map Editor will improve upon the World Editor from Warcraft III in every way, with several new features such as having all abilities in the game being data driven. Brett Wood elaborates here on what it means for all data in the game to be data driven:
上面这一段里~~Brett Wood这家伙~~如果你有印象~~就是以前war3时代经常办官方地图制作竞赛的那家伙(比方说那次电影地图比赛)~~现在他成了这个编辑器的设计师~~说了这么句话~~“这个编辑器可以让你彻底驾驭游戏中的一切数据文件”~~以下是一个例子
[Brett Wood] Lets say you have a cool idea for an implosion type of ability that will rapidly shrink down a targeting unit, then cause an energy shockwave that damages all nearby units within a certain area. Since there is no standard ability with a shrink-down effect, in Warcraft III youd have to resort to some fancy trigger work to achieve this effect. In StarCraft II, this kind of effect can be set up completely in the data files, and you could make the entire ability without having to use any triggers or scripting at all. Generally speaking, setting up abilities and effects will be easier through data customization than using triggers, although there will definitely be a learning curve there as well.
[Brett Wood]比方说你有一个很酷的内爆术技能创意~~该技能令目标单位迅速收缩~~然后爆发出一阵能量波伤害周围一定范围内的单位~~
可是呢~~由于sc2里没有这样一种可以收缩目标单位的技能可以让你用作模板~~于是在war3时代就得用上触发来实现这一效果了~~而在sc2里~~你完全可以直接通过修改数据文件来构造这一效果而不必用到任何触发或脚本~~总体来说~~在sc2里你通过修改数据来创造自定义技能和特效要比通过触发方便快捷得多~~当然~~这也是一个需要学习的过程~~
As always, feel free to give the Dev Team and I a w00t if you are enjoying the Q&As!
---StarCraft II Q&A Batch 39: Map Maker Series---
1) Will the new map editor support placing of traps, doors, and other things commonly referred to as doodads in unorthodox situations? (ie doors, auto guns, wall traps in a jungle map)
Yes, any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with.
2) Will the new map editor support extended upgrade values? (ie, 30 upgrades)
Yes, upgrades are arbitrarily extendable, as they were in Warcraft III. In addition, upgrades will now be downgradeable via triggers as well (by using a negative value), which was a very common request in Warcraft III.
3) Will the new editor still support all the other ideas currently implemented in StarEdit?
This question is a bit vague. As far as I know, everything the original StarCraft could do, StarCraft II can do.
4) What additional features will the new editor have?
How much time have you got? Very broadly speaking, the biggest improvements over Warcraft III will be found in the data editor, where literally every game database file is exposed for modification, and in the trigger dditor, which now features the ability to define custom functions and libraries. That said, virtually every aspect of the editor has at least some improvements over Warcraft III/StarCraft.
这个编辑器相对we最大的改进应该是数据编辑器了~~毫不夸张地说~~游戏中所有的数据文件你都可以修改~~另外触发编辑器方面~~现在你可以定义自定义函数和库~~也就是说无论哪一方面都相对we和se有所增强~~
5) Do you plan to take ideas from third party programs and update the editor frequently to meet the demands of the map making community?
Absolutely. We are very much committed to supporting the map/mod community as much as possible, and well be keeping an eye on the forums and updating the editor as often as we can to incorporate new suggestions.
嗯嗯~~在游戏发布以后我们也会在版本升级过程中听取建议进一步强化编辑器的~~
6) Will be a tool to transfer WC3 models to SC2? (battle.net) -Ragnarok_X
No, there will not be, as StarCraft II is built with a totally new engine.
不会有官方的war3模型转sc2模型工具~~因为sc2的引擎完全不同~~
7) Given that we know the Roach regenerates faster than normal, will players be able to change the regeneration rates for Zerg units? (battle.net) DrakeClawfang
Yes, all regeneration rates can be easily changed.
8) Will players be able to give units Protoss shields or Zerg regeneration that don't normally have them? ie, a regenerating Zealot, a Ghost with shields, etc. (battle.net) DrakeClawfang
Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly.
[added from thread] 9) Is the new StarCraftII map editor able to make our own 4th race by combining 3 races different looking and ability etc. together? even more combining with some new units from the editor? (battle.net) -cS)beta
Yes, custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps, as long as the mod defining the race is loaded.
hmmm~~这个新的编辑器现在完全支持自定义新种族~~你想要扩充种族的时候不再需要什么8种族加强补丁了~~
I'm sure you guys will love that :) I know I'm excited!
Will you be able to customize the UI?
All UI layout is defined in external files, so this should be possible. However, we are not planning on having any user-friendly support for this (i.e. no UI Editor).
自定义界面功能变得可行~~所有的界面定义文件都单独存放~~不过暴雪目前不计划给出UI设计的友好界面~~(也就是没有UI编辑器)~~不过你还是可以用导入覆盖的方式来进行界面修改~~
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