• StarCraft 2 Blog on Facebook
Q&A 39: No Off-Creep Zerg Colonies; Map Maker Series

Another Q&A in the map maker series has been posted by Karune, Blizzard’s RTS community manager. This one explores the map making capabilities of ScumEdit even further by answering eight fan-submitted questions.

First, Karune gives us an update about an issue that we learned about in the last Q&A, regarding the mobile Zerg defenses:

Q. Are the Zerg Sunken and Spore Colonies capable of moving out of the bounds of creep?

Yes, they are able to move and plant themselves outside of the creeps boundary. Keep in mind that all Zerg buildings not in the boundaries of creep will slowly degenerate and eventually die.

Karune informs us that this does not apply anymore:

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.

Even though off-creep Colonies would lose health constantly, Blizzard has likely determined that this new ability is just too powerful. The purpose of a static defense building is to be cost effective in battle, but only in its limited sphere of influence. By allowing the Colonies to both become mobile and to be planted anywhere, the disadvantage that keeps them balanced is removed.

Commander Queen

Next, a Chat with the Devs, featuring Brett Wood, Blizzard’s Map Editor designer:

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:

[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.

On to the Q&A:

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.

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.

The C syntax style scripting language, while already providing much added functionality, will, as with any innovative Blizzard product, greatly rely on feedback from the modding community for further evolution.

6) Will be a tool to transfer WC3 models to SC2?

No, there will not be, as StarCraft II is built with a totally new engine.

7) Given that we know the Roach regenerates faster than normal, will players be able to change the regeneration rates for Zerg units?


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.

Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly.

As has been the trend in Q&As of the Map Maker series, we now know even more about how powerful the new StarCraft 2 map making tool is going to be.

Related Posts: