- editor crashes sometimes when updating a published map
Not detailed enough.
map publishing fails to 100% if there are more then 2 players enabled: i have to delete and add a game variant EVERYTIME again
You are reporting the bug incorrectly. The bug is that it is possible to set game varient data into states which are invalid for map publication but still allow the map to test perfectly. The result is some form of attribute error preventing the submission of the map and occurs when trying to lock some field types or trying to set fields into invalid values.
Attributes are also prone to error with invalid values but will pass map publishing. Instead on the battlenet screen you will get a curropted attributes data error or the map will hang on loading the lobby so you are stuck unable to join games until you log back in again.
- sometimes when i have uploaded the map, it says "couldnt open map" and crashes, i could fix this by changing the map name, this is VERY annoying
Again sometimes is not very helpful, we need more detail.
- when you create a record and put an array variable in it, and then use this array in a trigger it will work, but if you copy paste this vatriable the array index will always be "unknown", this is one of the most annoying bugs for me because records are very important for overview!
Nice bug spotting. Convert it to custom script and then copy and paste that. As it is text it will not be affected by this bug. This is not a fix but a work around.
- map size again limited to 256*256, why? it seems like 256*256 is even smaller compared to the unit size to wc3. for big rpgs its not enaugh. scaling down ALL doodads and units is A LOT of work and the ground texture will look sh*t then, so its no option. more maps are also no option because its not possible to change a map for a single player, but for all players at once, why?
Someone obviously has no idea bout computers. SC2 maps are the same size as WC3 ones but stuff is generally larger, reducing scale is the best option here. Cliffs are also larger as they are always walkable but they no longer burn your eyes with their evil uglyness. Multiple map support where each player has a different map loaded is impossible due to the ammount of server demands it puts on battlnet and syncronizing would be near impossible if another player wants to go onto the same map. Just design something to take advantage of the multiple map support with group loading (like a coop rpg) instead of something needing unsupported features (solo RPG).
- maximum of 8 tilesets: correct me if im wrong, but it seems like its not possible to use more than 8 tilesets for a map, this is also not enaugh because if you want to create different zones you need more textures to make it look good.
Correct, however each tile is far better looking than any of WC3s with both high res texture and normals. Additionally the engine supports mix and match texturing allowing you to get millions of different looking terrains from those 8 and each generally looks better than anything WC3 could do. Its a trade off, less tile flexibility but higher quality tile blending and better looking terrain. Again its an adaptable change.
- skybox seems not to work if you change it with triggers
This is eithor "your doing it wrong" or a real bug.
- why are so much functions again global? what if i want to change a fog only for a special player (different zones -> different fog), same with skybox or a lot of other actions.
Annoying yes. However if you can locally change lighting that is all you need as lighting is far more powerful than fog.
- the bank limit: in multiplayer the amount of values that can be loaded form banks isnt nearly enaugh. for more information see: SC2 Bank files - Critics and
http://forums.sc2mapster.com/develop...on-report/#p18
What are you talking about... It is far more than any WC3 save code string systems let you load and for less players you can load longer codes via it. It also requires you not even lift a finger to save and load as there is no annoying screenshot crap that WC3 needed. Yes I agree that the limit is illogical however, would love to see it raised to 500-1000 bytes per player (14 players) or a global pool of 10-20KB as the modern broadband offers speeds which would take less than a second to download all that.
- why is there no direct galaxy support? a lot of people are already developing really nice tools to script in galaxy/andromeda, but why we again have to to it all ourselfes?
I hope this was jsut blizzard rushing to release the editor. Honestly there was no excuse to not make a custom script object the same level as a trigger with a full screen windo for typing unaltered galaxy and some options at the bottom for initilizer hookup and stuff.
- some important things seem to miss: revive unit, reading out damage/armor of a unit, reading out weapon speed of a unit and much much more
Hero support is not final, however it could probably be emulated via getting a unit to revive the hero. Weapon support might be due to how they are handled not being easy to interface with however you can read raw weapon data via catalogues and then calculate additional behaviours.
- the model viewer is senseless to me. for example if i want to trigger a spell and add an effect to it, i cant browse quickly to all effects like in the WE, so i just dont know which effect fits. should i open the model previewer everytime again to check it? this sucks. correct me if im using it wrong.
This tool however alearts you of what options each model supports. I do agree that it seems messed up as some options crash it and it has support for basic editing. Looks like some form of basic model editor infact so perhaps in an expansion we could get something cool?
- other issues with bank files: you cant use vars for preloading, so everyone can delete all bank files he wants, it also makes preloading to a very annoying procedure because you have to add every bank seperatly. jsut allow using variables and all will be good
You contradict yourself. If they can not use variables they can not delete all bank files he wants. However I do agree that banks should be backedup (save the last version of a bank in a separae folder before the game starts so any changes will not affect it and the new bank will exist happily unless you need to restore. This would stop malicious maps destroying save data. Until then I advise keeping backups of your banks.
- the 2^31 byte limit for triggers seems quite silly, but i havent got any problems with this, YET
Its due to the way their compiler works with only and its 2^22 not 31 as 31 would allow for 2 GBs to be allocated (more than enough). Multi map support makes up for this, however it is still advisable to plan huge projects with MB of trigger data to take this into consideration so the limit is not a problem. Games like the orignal legend of zelda and many SNES games were under 4 MB and that includes artwork, you do not really have an excuse for hitting 4 MB.
- why are there no dynamic arrays? whould be very useful
Its cause of their safe memory allocation system, all arrays use fixed predifined adresses like you would do in assembly when using a memory mapped micro controler thus they are all static in memory and can never be removed. Dynamic arrays mean you have to have some form of address recycling which becomes all messy thus they went for the static approach to keep memory management efficent and simple. Yes you can create objects but arrays would be part of their virtual machine not the game engine and the virtual machine would thus have to handle their memory. In a way I like it cause it reminds me of assembly but I dislike it cause it makes easilly portable code difficult to make (although it keeps code efficent).
- why did you limit the timers that much? wc3 was heaven against this. not only that timers/waits are very limited, also ALL events are VERY slow because of this
Everything is limited to that, from pathing updating to attack cooldown. Honestly its pretty fast enough and is perfectly fine for most tasks. It is not meant to provide smooth graphics, its meant to guide smooth graphics (let the engine do the smoothing).
- its a very annoying thing to design the entire ui with triggers, because you must test it again and again to see how it looks. how about a GUI editor like for example in microsoft visual studio that creates the code automatically? i know that its a quite big thing, but i think it would be a great tool that would it make 10x easier to design a perfect custom ui!
Desgning interfaces is a major task and people study it for years. SC2 is no harder than making one in java or python. Want hard? Use C++ to make interfaces and you will then learn hard. Honestly the functions they provide do let you map out an interface to a large degree of accuracy, minor adjustments will always need to be made so testing is not excapable. I do agree that the constructions should be a value that can be set directly to a variable instead of the crap last created object they use (like you can use in the script).