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StarCraft 2 Feb/March Discussion Topic: Map Making

This month’s discussion topic will span the next month and a half. The topic: Map making. After giving us a taste of the capabilities of the new ScumEdit map editor in two “Map Maker” Q&A batches (18 and 22), Blizzard now requires your input so it can perfect yet another aspect of StarCraft 2.

Over the years we have enjoyed watching our community show their creativity and create amazing maps and mods to our games. With StarCraft II we would like to encourage you to keep up the awesome work, so wed like to give you a tool, you will enjoy working with. We have already answered questions in our Q&A but now it is your turn to tell us what your ideal StarCraft II Editor would look like!

The new “ScumEdit” map editor will be much more functional and free of artificial limitations. As well, it will be more user friendly for low level users who do not need access to the more complex features. StarCraft 2’s editor features a powerful proprietary C-type scripting language, along with a simplified editing mode which features a more intuitive graphic interface.

Here are Karune’s questions for this discussion topic:

– What features would you like to see in the StarCraft II Editor?

 

– How can we support the map making community more?

 

– How would you like to see the custom maps and mods handled in the future?

 

– Additional feedback you might have

Additionally, the SC2 Blog’s questions are:

1) How should map-locking be handled?

 

2) Should more players be allowed in custom games?

 

3) How unrestricted should the editor be? Should players be able to change the core concepts of the game? (basic gameplay mechanics, resources, etc)

Karune asks that you structure your answers in the following manner:

<question you’d like to answer>
<your answer>

 

<question you’d like to answer>
<your answer>

Even though most gamers do not bother with editors at all, all players eventually enjoy the fruits of the modding and map creating communities. The feedback provided now will end up shaping not only the available tools, but the battlefields created with them.

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