

Shows how to make Auras for Units in SC2.įeel free to Develop ideas from here! Here are some directions you can go:Ĭreate a passive button for the unit that has the aura. It ha.Īura Abilities by Akkibifuu () Added 11 years ago You will need basic knowledge of the Data Editor.īasically, an aura consists of a chain of 2 behaviors and 3 effects The first behavior (the ability) is attached to the unit that should have the aura. This guide will teach how to create custom auras. This tutorial will explain how water works, how to use it and how to change its level/state via triggers. Since the vanilla Starcraft editor, many features of the editor has changed over time, none so more important then that of water. Water Guide by Coldrocker () Added 11 years ago Once created, you can slot these pieces together to create pretty much what. In plain english, it is easy to think of the Galaxy Editor as a box of puzzle pieces. The modular way that the Data Editor (and much of the Galaxy Editor) functions adds a lot of functionality to the way you can do things. Just search for Terran Interceptor.Creating a Unit from Scratch by Cardinal () Added 11 years ago The map is available in the StarCraft 2 custom tab. The way that it handles controls, the way that the scripting is executed present obstacles that are quite difficult to get around of.Įven so, I’m proud of what I’ve accomplished here, and I’m going to continue working on more of it in the future. As it turns out, making games isn’t easy.Īnother hard lesson is that this type of gameplay will never be perfect in the Galaxy engine. It was a good experience to have since it made me more comfortable learning complex systems in game engines, but it did slow down development considerably.Īlong the way, I ended up learning quite a bit about how physics engines in general work, along with some math I somehow glossed over from my school days. I ended doing a fairly deep dive into the inner workings of the Galaxy engine as a result. The AI had to change, the UI had to change, the way the camera behaves, the way maps are laid out, etc. One of the harder lessons that I had to learn during the development of this map, and other maps that use this type of custom gameplay, was that ff you change basic behavior, like movement as I did here, you will have to change everything else around it. Some, like the turrets, are meant to shape the landscape and force the player to actually care about the terrain, offering an increased skill challenge. And a Big Bad corvette that plays the role of final boss.Įach one has different physics characteristics and abilities, showing the player just how far the rules of the playing field can flex.Turrets that shoot at you if you fly over buildings.There are a handful of unit types in Terran Interceptor: During the iteration process I had to restructure the mission several times to bring that number as close to 0 as possible, while still teaching players everything they needed to know. Time-to-fun was actually an important metric for me when I was considering the map’s flow. Here is a technical breakdown of one of the signature abilities in this map: Heatseeker missiles. The challenge for me there was to structure the mission in such a way that it wasn’t a lecture, didn’t hold the player’s hand too much, and yet wasn’t prohibitively difficult. Each aspect of the light fighter is explored, and given context with various challenges the player has to overcome. This map in particular is supposed to be an introduction to this kind of gameplay, teaching the player how each mechanic works. Not quite arcade-y action, not quite simulation, but somewhere in the middle of the two.
#Starcraft 2 map designer series
My intention with this map, and others in the series I’ve been working on, is to offer tactile gameplay.
