查看完整版本: 第39批Q&A:地图制作系列+还是没有截图

张永 2008-5-29 05:47

第39批Q&A:地图制作系列+还是没有截图

[color=deepskyblue]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! [/color]
[color=red]在星际争霸2不断开发的同时,星际争霸2的地图编辑器也在不断制作当中。毋容置疑,星际争霸2将会有无数出色的MOD。放心,我们不会把你对地图编辑器的问题排除在Q&A之外。放心提问吧![/color]
[color=#ff0000][/color]
[color=deepskyblue]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. [/color]
[color=#00bfff][/color][color=red]另外,在第38批Q&A里曾经提到,虫族的两个防御建筑可以移出菌毯,并在菌毯外扎根,但会因为缺少菌毯支持而不断扣学。如今这个设定已经升级,虫族防御建筑再也不能在菌毯外非法居留了。[/color]
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[color=deepskyblue]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. [/color][color=deepskyblue]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: [/color]
[color=red]与开发小组的胡侃:第39批Q&A将把目标集中在地图编辑器的开发,让我有机会与地图编辑器设计师Brett Wood对话。Brett可以回答我们一下不少的问题。此外,他希望在为星际争霸2的地图编辑器添加上所有魔兽争霸3地图编辑器具有的能力外,还能添加一些新功能,例如让所有游戏中的技术都能够数据驱动。Brett Wood阐述了让游戏的数据能数据驱动意味着什么。[/color]

[color=deepskyblue][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. [/color]
[color=red][Brett Wood] 举个例子吧,假设你有一个非常出彩的点子:一个内爆炸的技能,能快速缩小目标单位,然后造成能量冲击波,伤害附近一定地区内的单位。然而在游戏里并没有这种“缩小式”的画面效果,那么在魔兽争霸3的地图编辑器里你就必须用一些极其麻花般复杂的触发事件来制造这种效果,然而在星际争霸2例,这种效果能直接透过数据文件制造出来,你可以制造出整个技能,而不需要用上任何的触发事件或者脚本。一般而言,用数据修改来设定技能会比利用脚本容易一些,当然前提是得学习一些编程相关专业知识。[/color]

[color=deepskyblue]As always, feel free to give the Dev Team and I a w00t if you are enjoying the Q&As! [/color]
[color=red]一如以往,如果你觉得Q&A很不错,并觉得乐在其中,请给开发小组和我一个w00t(欢呼)![/color]



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[color=deepskyblue]---StarCraft II Q&A Batch 39: Map Maker Series--- [/color][/align][align=center][color=red]---星际争霸2第39批 Q&A  :地图制作系列---[/color][/align][color=#00bfff][/color]

[color=deepskyblue]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) [/color]
[color=deepskyblue]Yes, any object defined in the data files can be placed on the map, regardless of which tileset it is normally associated with. [/color]
[color=red]1)在新的地图编辑器里面,能否把一些诸如陷阱,门之类的东西放置在一个非同类型地图环境里面?(例如把门、自动枪、墙壁陷阱放置在丛林地图里)(笔者:上边说的三个东西都是在人类建筑室内地图出现的东西)[/color]
[color=red]答:可以的,任何保存在数据文件里的东西都可以安放在地图上,不管是哪一个地图素材,都是通用的。[/color]


[color=deepskyblue]2) Will the new map editor support extended upgrade values? (ie, 30 upgrades) [/color]
[color=deepskyblue]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. [/color]
[color=red]2〉新的地图编辑器是否支持对升级科技的修改?例如给予单位30次升级。[/color]
[color=red]答:可以的,升级可以任意修改,就像在魔兽争霸3里面一样。同时,也可以制作出降级的效果(使用负数升级数值),这一点可是在魔兽争霸3圈子里一个普遍的要求呢。[/color]
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[color=deepskyblue]3) Will the new editor still support all the other ideas currently implemented in StarEdit? [/color]
[color=deepskyblue]This question is a bit vague. As far as I know, everything the original StarCraft could do, StarCraft II can do. [/color]
[color=red]3)新的地图编辑器依然支持星际争霸1地图编辑器里已有的点子马?[/color]
[color=red]答:这个问题含义有点模糊。目前我知道的,星际争霸1能做到的,星际争霸2都能做到。[/color]

[color=deepskyblue]4) What additional features will the new editor have? [/color]
[color=deepskyblue]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. [/color]
[color=red]4)新的地图编辑器会有什么新的功能哪?[/color]
[color=red]答:你现在还有多少空闲时间?(笔者:意为内容太多说不完。)非常概括地说,超越魔兽争霸3的功能会体现在数据编辑器上,你可以在数据编辑器里修改基础数据,而触发器,则变成了对游戏进行的主要管理。也就是说,几乎每一方面,新的地图编辑器都比魔兽争霸3和星际争霸1至少都要有所加强。[/color]
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[color=deepskyblue]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? [/color]
[color=deepskyblue]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. [/color]
[color=red]5)开发小组是否计划参考第三方程序,并保持对地图编辑器的不断更新,以满足地图绘制社区的广大同志们?[/color]
[color=red]答:当然。我们致力于尽可能多支持更多的地图/MOD社区,请尽可能更多地着眼于论坛上,并多为我们提供意见。[/color]
[color=#00bfff][/color]

[color=deepskyblue]6) Will be a tool to transfer WC3 models to SC2? (battle.net) -Ragnarok_X [/color]
[color=deepskyblue]No, there will not be, as StarCraft II is built with a totally new engine. [/color]
[color=red]6)会不会有把WC3(笔者:厕所3!?)的模型转换到SC2里的工具?[color=#00bfff](battle.net) -Ragnarok_X [/color][/color]
[color=red]答:对不起,将不会有这样的工具。因为星际争霸2是建立在一个全新的引擎上的。[/color]
[color=#00bfff][/color]

[color=deepskyblue]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 [/color]
[color=deepskyblue]Yes, all regeneration rates can be easily changed. [/color]
[color=#00bfff][color=red]7)我们已经知道蟑螂的体力恢复速度比正常的要快,那玩家是否可以把虫族单位的恢复速度修改掉?([/color]battle.net) DrakeClawfang
[/color][color=red]答:可以的,所有的恢复速度都可以很简单地修改掉。[/color]
[color=#00bfff][/color]

[color=deepskyblue]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 [/color]
[color=deepskyblue]Yes, you could create a Roach-Zealot hybrid if you would like. Many passive abilities can be interchanged similarly. [/color]
[color=red]8)我们能否把神族的护盾或者虫族的体力恢复放到一些正常而言不存在这些特点的单位身上?例如一个可以体力恢复的狂热者,一个带护盾的GHOST之类的。[color=#00bfff](battle.net) DrakeClawfang [/color][/color]
[color=red]答:可以的,你可以弄一个蟑螂狂热者(笔者:可见开发小组有看过《圣斗士》,把狂热者弄成圣斗士之后,还能弄成五小强)。很多被动技能都可以很简单地加入到单位身上。[/color]
[color=#00bfff][/color]

[added from thread] 9) Q: 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
A: 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.
I'm sure you guys will love that :) I know I'm excited!
[color=red]Q:在SC2的地图编辑器中是否能通过组合3个种族的外观和技能等创建我们自己的第四种族?甚至在其中加入新单位?
A:是的,自定义种族能够被很好地支持。当你加载种族MOD定义时你甚至能够在对战地图上使用自定义种族。
你们一定会喜欢上它的  我很兴奋[/color] (感谢论坛void友情翻译)

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[color=deepskyblue]--End of Transmission---[/color][/align][align=center][color=red]--打完收工---[/color][/align][align=center][color=#ff0000][/color][/align][align=center][color=#ff0000][/color][/align][copyright]张永[/copyright]

louisdragon 2008-5-29 07:17

最想看的劫图还是没有,我擦...................

张永 2008-5-29 07:24

美工小组只有一个,KARUNE说目前在给人族建筑添加动画,那么说……估计虫子图片搁置了……

louisdragon 2008-5-29 07:48

随便哪个族都好,至少发一张救急阿...........:sigh:

张永 2008-5-29 07:58

毒虫更新不是发了好几张么?我还拿了一张来当桌面

louisdragon 2008-5-29 08:04

毒虫见了不要再见了.......我要看的是空中卫士,新地刺或新nomad,随便哪个都行

张永 2008-5-29 08:10

为什么说这么多都没有提到神族的护卫舰~

messgod 2008-5-29 08:39

这么玩的话,虫族的building rush根本就不可能嘛。。。。在领主没有呕吐技能之前,爬出去也扎不了根。。就算打类似于人类坦克机械 般的,结合蟑螂刺蛇等的联合推进战术,现在也基本成废柴了。。。

那么让塔能移动究竟有什么意义?只针对虫族内战??

[[i] 本帖最后由 messgod 于 2008-5-29 08:41 编辑 [/i]]

messgod 2008-5-29 08:40

还有,谁去把美工组给宰了。。。

kitacsnoki 2008-5-29 08:43

这次的Qa真的是很粗糙啊!社区经理就不能放点我们想看到的东西啊?比如一些近期他的玩后感受咯,或者用文字描述下新美工的成果…呃

louisdragon 2008-5-29 09:12

我真挺想宰了美工组.......承诺了这么多....一个都没有出来,  航母的护航舰一个月前就提出来了吧.........你要么别说,说到最好做到...:sigh:

张永 2008-5-29 09:13

美工组也许只有两个人……:smile:

void 2008-5-29 09:16

[quote][color=deepskyblue][added from thread][/color] [b]9) Q: 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?[/b] [color=deepskyblue](battle.net) -cS)beta[/color]
A: [color=deepskyblue]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.

I'm sure you guys will love that :) I know I'm excited![/color][/quote]

Q:在SC2的地图编辑器中是否能通过组合3个种族的外观和技能等创建我们自己的第四种族?甚至在其中加入新单位?
A:[color=deepskyblue]是的,自定义种族能够被很好地支持。当你加载种族MOD定义时你甚至能够在对战地图上使用自定义种族。[/color]
[color=deepskyblue]你们一定会喜欢上它的 :bad_smile: 我很兴奋:misdoubt:[/color]
新加了一条

louisdragon 2008-5-29 09:17

暴雪大神阿......你们都有一个园区了....就不能多请2个么......这个开发速度.........:cry:

void 2008-5-29 09:18

SC2编辑器的自由度真是高啊。。

张永 2008-5-29 09:19

美工越多风格越烂。估计在开发初期从其他部门找来了很多人帮忙,制定大致内容之后,到现在修改期就会只重用五六个人左右的数量,其他美工都会成为执行者,负责3D化,不再参与创作项目。

louisdragon 2008-5-29 09:20

[quote]原帖由 [i]void[/i] 于 2008-5-29 09:16 发表 [url=http://www.sc2c.com/redirect.php?goto=findpost&pid=57632&ptid=4070][img]http://www.sc2c.com/images/common/back.gif[/img][/url]


Q:在SC2的地图编辑器中是否能通过组合3个种族的外观和技能等创建我们自己的第四种族?甚至在其中加入新单位?
A:是的,自定义种族能够被很好地支持。当你加载种族MOD定义时你甚至能够在对战地图上使用自定义种族。
你们一 ... [/quote]

这个....稍微得到了点安慰,哈哈哈哈哈哈~~~~~~~~~

张永 2008-5-29 09:29

[quote]原帖由 [i]messgod[/i] 于 2008-5-29 08:39 发表 [url=http://www.sc2c.com/redirect.php?goto=findpost&pid=57623&ptid=4070][img]http://www.sc2c.com/images/common/back.gif[/img][/url]
这么玩的话,虫族的building rush根本就不可能嘛。。。。在领主没有呕吐技能之前,爬出去也扎不了根。。就算打类似于人类坦克机械 般的,结合蟑螂刺蛇等的联合推进战术,现在也基本成废柴了。。。

那么让塔能移动究竟有什么 ... [/quote]

因为虫族地堡数量往往不多,经常顾到头顾不了尾巴,所以可以移动是对防守一大有利点。

void 2008-5-29 09:30

怎么还没把第9条加上呢。。

张永 2008-5-29 09:33

加了,后续就由大家努力拉。今天累了
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查看完整版本: 第39批Q&A:地图制作系列+还是没有截图