Lol... people do that anyway. Don't make real mappers suffer because of other people's inability.And I would rather they keep the hardcoded limits; some map people take things just a little too far and plaster everything they possibly can on every tile to make everything look busy.
LOLif you want a larger playing field, shrink the game.
Dear christ. Someone has never played a fleet conversion before.
And has no idea how physics work.
Just because I want the editor to be open-ended doesn't mean I expect every tom and dick to jump at the chance to do what I want to do. Not everyone will use these features, but I will. I want a map big enough to support a realistic fleet conversion. I want to be able to populate a large city map. I want the editor to be open-minded and available to everyone, no matter how grand or minute their project is.
I like how every time SC2 comes out of my mouth WB has to jump out and try to rationalize it and try to talk me down. Yeah, no. It doesn't work.
You wanted me to make ITAS 2? This is what I want.
Oh, and to clearify. You can't properly populate a 256x256 map inside wc3 as it is. With one of your city maps, I hit the maximum doodad and unit limit long before I could begin to populate the outer areas. Third party tools provided, and at double the doodad limit, I was still not finished. Of course the third party tools only work on certain versions. Hence the need to eliminate the barrier between modder and utility. Did the map run fine inside wc3? Hell yes. I even sent you it.
The only thing blizzard would have to do to justify adding these functions is to have a little dialog that says "This may impact system performance."
I'm a person that likes to reach out of a crowd and say, "Hay, here's an idea. It's not something the game usually does, but I like to test the limits and expand outside everyone's common concepts. That's what makes me different."
Most people would say what I've done in AO is impossible. Hell, I've done a lot of pretty crazy stuff in wc3, too. That doesn't mean the game should be arbitrarily limited "just because". Some engines simply don't support X amount of Y. In wc3 it's most often a case of the developers forcing arbitrary limitations. Maybe it's because like RCX said, and they thought hardware couldn't handle it, without actually ever testing it. Most of the major modded games, including Source, UT, ect. don't just arbitrarily throw in so and so. That's why they're modded. Your imagination and your skill is your limit. Yeah, throwing in 30k doodads using 10k polies a piece might slow down older computers. But you do that knowing the impact will come.
If Blizzard ever wants to consider supporting modding they have to start at making their game more open and inviting to modders. That means not throwing in random decisions for them.
I don't expect to be able to make a 1024x1024 map and have it totally detailed to the core. I just want a 1024x1024 space map so I can properly balance strike craft, jump drives, ship speeds, and map control. If I downsize everything, the balance gap becomes a lot closer. It's not something I care to explain in the scope of this topic.
The OP is, "If you could add anything you want to SC2's editor"... and my response is, "An editor that isn't arbitrarily limited just because."
Arguing my points is futile. I know they won't happen, okay. I know the editor won't reach my expectations. I know compromises would have to be made. I'm just saying, if I had a say, this is what I would want.