原文http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=55375&p=1&#post55375
Hope everyone had a great weekend! For this batch, I'm pleased to announce the introduction of the Map Maker Series of Q&As, which will be mixed in periodically with our traditional batches of Q&As, to give map makers the 'heads up' on our powerful Map Editor for StarCraft II. I know many of you have great plans for mods and maps for StarCraft II, so I can't wait to tell you more about the program you'll be using.
Answering questions, we have Brett Wood, our StarCraft II Senior Software Engineer, but better known as our 'Superfly Father of ScumEdit Programmer by Day Ninja by Night.'
As always, feel free to give the Devs and I a w00t if your enjoying these Q&As!
---StarCraft II Q&A Batch 18: Map Maker Series---
1) Will doodad placement values increase? (ie, more than 256)
[Brett Wood] We expect the doodad placement value will be on the same order as Warcraft III, which I believe was something like 10,000, so definitely way more than 256.
2) Will the number of available locations/triggers increase? The current limit on locations really cramps some ideas.
[Brett Wood] Any limits on both regions and triggers will be at least in the thousands.
3) Will the new map editor include ALL the triggers in the program unlike Staredit?
[Brett Wood] Yes, even moreso than Warcraft IIIs WorldEdit. Weve been making a point of ensuring that ALL script functionality is also exposed in the Trigger Editor UI.
4) Will max unit limits increase? The current unit limit on maps is quite a crimper, and nobody likes CCMU (cannot create more units).
[Brett Wood] I dont recall the exact unit limit in the original StarCraft, but the StarCraft II limit will likely be a healthy boost over the limit in Warcraft III. The exact value hasnt been nailed down yet and will depend on optimizations near the end of the project (i.e. shortly before release).
5) Will the new map editor include unused units such as the crashed scouts, turrets, eggs, nukes, scarabs, crash command center, etc? Third party programs were needed to use these.
[Brett Wood] All units defined in the data files will be usable in the editor. I believe this was true in Warcraft III as well.
---End of Transmission--- 感谢star_dance(加拿大) 提供翻译:
2007-10-24
首先祝大家周末愉快! 在这批Q&A中,我将介绍关于地图编辑器的一些情况,在以后的Q&A中会进一步介绍,大家对StarCraftII强大的地图编辑器可要高度重视哦...我知道不少人对StarCraftII的地图和模型有很多的设想,所以我迫不及待的要给大家进行介绍了...
*可能会涉及一些地图编辑器的专业术语。
——星际争霸2第18批FAQ: 地图编辑器系列
1.地形装饰物的放置数量会增加吗?(比如超过256)
·我们希望地形装饰物的放置数量与War3保持一致,也许达到10000,但肯定会超过256。
2.触发器和某特殊地点的数量会增加吗?目前有些少。
·触发器和某特殊地点将会是数以万计的。
3.新地图编辑器的触发器程序是否与老的星际地图编辑器不同?
·是的,甚至和War3不同。我们保证所有脚本编辑会在触发器UI程序介面中实现。
4.单位数量上限会增加吗?以前的地图编辑器中单位上限被限制,大家都不喜欢。
·我不想和原版星际一样,星际争霸2的单位上限会比War3多(应该是指在地图编辑器里编辑的上限).确切地数字取决于我们正在进行的程序优化。
5.新地图编辑器会包含自爆人、塔楼、虫卵、核武器、甲虫和被感染人族基地等单位吗? 玩家们需要这些.。
·所有被定义的单位都能够编辑,在War3中就是这样了。
译者注:实在不好意思,triggers和region是地图编辑器的专有用语,我没法确定到底是什么,也来不及查了.
这次的可能有些翻译错了,来不及确认. |