Sc2 Editor Analysis
Posted: Tue May 11, 2010 10:34 pm
This is going to be an extensive article covering the editor, its apparent limits that directly effect me, and things that should be corrected and/or improved. I will attempt to be a descriptive and thorough as possible. My primary subjects are going to involve the Data Editor as I feel this is the weakest aspect of the editor, but I will touch on many subjects.
I will start this from the basics and go down the list of major points in the easiest manner I can consider.
Part 1
General
Issue - Map Size Limit
[imgwh 640x400]http://img580.imageshack.us/img580/1280/ed1c.jpg[/imgwh]
The biggest and most apparent thing I first encounter is that the map size is still limited to 256x256. I feel that this is a severe blow to several major aspects of two of my projects I had desired to create. This decision was likely based on the factor that large maps may cause performance issues to very old computers.
Recommendations;
- I feel that the editor should support at least 512x512. However, the editor could warn the developer that this map may cause performance issues with slower machines in the event he desires to make such a map. Although Blizzard may not conceive of any use for a map that large, I personally could name several major uses.
* Active RPG maps that use functional cities and AI-controlled regions that cannot function correctly across a multi-map transition setup.
* Very large FFA maps.
* Cinematic projects involving large scale worlds.
* Special "mini-game" setups involving long-ranged units and intelligence warfare, especially something like the Sc1 Diplomacy maps.
Large-scale maps are something that are possible in games like Heroes of Might and Magic, and Age of Wonders 2. While these are both turn-based strategy games, consider that the large map sizes allow for long, dynamic gameplay on a completely active world. While I know that sc2 is capable of phasing between maps, I do not believe that the game would be capable of running a large number of AI scripted players that can keep sync with each other across these maps and interact with each other (such as sending an attack from map B to map A). Even if this were possible, a single large map would provide less of a performance impact than two individual maps of this nature running in tandem.
I do not expect this is something everyone would take advantage of but at the same time I believe the 256x256 size limit is arbitrary and only hurts those who wish to push the boundaries like myself.
Issue - Terrain Texture Limit
[imgwh 640x400]http://img693.imageshack.us/img693/2158/ed2v.jpg[/imgwh]
At a point during alpha Blizzard boasted the editor capable of loading any number of terrain textures at once. This is not possible. In fact, you can only load 8 at once. Such an arbitrary limit, in my opinion, should not exist at all. Again, a dialogue could warn the developer that a large number of textures used at once can incur a higher memory usage, but it should not completely restrict the user from using more textures. This is extremely limiting on a 128x128 map as it is for me.
Issue - Terrain Placement
There should most certainly be a snap to grid feature for the terrain tool - placing long, straight cliffs can sometimes be a real annoyance. The placement tool in general should be a bit more descriptive of how it's going to be effecting the terrain. The best way I can describe what I mean is to show you the Titan Quest placement tool for water.
[imgwh 640x400]http://img441.imageshack.us/img441/24/waht3.jpg[/imgwh]
Note the tool displaying a gizmo that allows you to easily see the elevation under the tool. It also has two circular graphs - one shows the total effect radius of the tool and the other the "minimum" effect radius of the tool. This is used for texturing, it shows you where the fade will start for blending textures.
Additionally, I'd like to make note that the Titan Quest editor allows you to resize water placement and change the water height without having to make a new water entry. SC2's editor is currently not capable of either of these.
[imgwh 640x400]http://img31.imageshack.us/img31/1391/ed3n.jpg[/imgwh]
In fact, the gigantic blocks of water the sc2 editor places can be very difficult to manage when making small rivers or ponds on raised surfaces since it will clip through the terrain on any edges. For every height level you must have a separate water entry - cumbersome and problematic in a big map.
Issue - 1 type of Creep limit
Because of the way creep is built into the tileset and game data you can only have one type of creep. This was a colossal blow to one of my conceptual projects and I can foresee it being a massive issue in any of my future projects due to the desire to create multiple creep-like substances for several races that look, and function, differently. A limit this extreme was unforeseen and, frankly, shocking.
There are probably ways you can fake having different types of creep but to me it seems like many things in sc2 have not moved anywhere since wc3.
Issue - Data Editor Organization
The biggest gripe I have with the sc2 editor is the extremely disorganized and confusing manner in which the attributes for many of the menus are laid out.
In the above tileset editor, the name for the tileset should be on the top. Instead, since it's listing alphabetically, the name is in a very random location.
[imgwh 640x507]http://img405.imageshack.us/img405/9047/ed5o.jpg[/imgwh]
Far worse than this is the unit editor. The arrangements of values in this are completely random and cripple any hope of making an efficient, painless run through a new unit. I cannot possibly imagine making a large-scale project in this editor - wc3 was bad enough with several values, like Armor, requiring repeatedly scrolling through a big list to find.
[imgwh 640x400]http://img708.imageshack.us/img708/5246/ea1g.jpg[/imgwh]
[imgwh 640x597]http://img4.imageshack.us/img4/908/ea2r.jpg[/imgwh]
The Unit Name and Unit Description fields are on opposing ends of the list and key values like health, shields and armor are separated by totally random and unrelated values.
Recommendations;
I feel that the data editor is in serious need of reworking layout-wise. With the editors the community created for Starcraft 1 having had their interfaces perfected over the course of many years of feedback it seems prudent to learn from our mistakes and our discoveries. While I would never expect an exact copy to be made the editors in question I feel that several important attributes of these editors need to be adopted in the Sc2 editor to help facilitate faster, easier, and more efficient production for users of all skill levels.
[imgwh 640x547]http://img571.imageshack.us/img571/8291/editor1.jpg[/imgwh]
Tabbed selection
Large sections of attributes that are related to each other should be organized by sub tabs. In Datedit, the attribute editor for Starcraft 1, a unit's basic vitals are in the first tab, with flags and other such items in the next tab, graphics in another, so on so forth. This allows the developer to quickly get where he wants to go without scrolling around.
Tabs are an interface standard adopted by many programs in the computing world, such as internet browsers and even many 3d applications. It is a feature users are accustomed to. While the sc2 does use tabs to organize major sections, as did wc3, the attributes remain listed in a giant, forbidding list that encumbers rather than presents.
Attribute Relationships
Attributes related to each other, like Vitals (Health, Shields, Armor - Cost, Tech Requirements, Build Time, ect.) should be grouped together for easy identification and access. The user should not have to scroll down a big list to find any of these attributes. Grouping and organizing these appropriately will go a very long way to helping new users break into the power of this editor as well as help advanced users produce their projects faster, more efficiently, and with less irritation.
Elimination of Redundancy
[imgwh 640x507]http://img297.imageshack.us/img297/4229/ed6pg.jpg[/imgwh]
Unnecessary dialogues like the above only serve to waste the user's time and instead annoy the user, especially when they are editing an exceptionally large amount of data at once.
GUI editor
[imgwh 640x507]http://img27.imageshack.us/img27/7088/ed7v.jpg[/imgwh]
In its current state the GUI editor for data is practically unusable. The scroll bar is so tiny and the organization remains so random that one immediately becomes lost and overwhelmed. There is virtually no usage of horizontal space whatsoever.
This is also a problem with battle.net 2.0, whose interface is extremely wasteful of space and you are required to scroll down in the player list to see all of the player slots. I cannot possibly fathom what kind of pressure was on Blizzard's shoulders to force a release with battle.net 2.0's interface the way it is, just as I cannot fathom anyone in Blizzard's team using this interface for their single-player campaign. This drove me mad in a day of playing with it, much less several years!
I would highly recommend investing the time into totally redoing the GUI if the plan is to leave the list editor as-is. Although this is something I would not expect upon release I would hope it would make it in shortly after release in the form of a patch. Using Datedit (source: http://files.campaigncreations.org/resources/sc/programs/DatEdit.zip ) as a basis would be my most powerful means of describing the changes I would like to see.
Obscurity
It is clear that many of the help dialogues in the editor are simply not finished, and I do believe that there was going to be a documentation of some kind in the future. Regardless, I feel a lot of dialogues and entries in the data editor need to be clarified as to what they actually do.
[imgwh 640x400]http://img9.imageshack.us/img9/3346/ed8z.jpg[/imgwh]
I have no idea why the weapon cooldown is called Period, for example. It just seems natural to me that it would be called something that makes it easy and quick to identify. Additionally there are no classifications to ANY of these attributes, and thus not even the slightest bit of organization. Again, I think developers would need a considerable hand-holding process by other developers to become acquainted with the obscurity of the data editor and the confusing nature of its arrangement, while with many other games most individuals can jump in and make basic changes without much hand holding. Unfortunately, with sc2 even changing damage and cooldown values can be a bit confusing for first-timers, and these critical, basic things become no less time consuming to do as the user becomes experienced with the editor because of their scattered nature.
I understand that the editor is complex and powerful. When dealing with games like this I do not expect the editor to be easy or newbie-friendly. I have modded games like Supreme Commander and Homeworld 2 in which there are no editors, just half-assed user made tools that are horrendously inefficient and often extremely buggy. There are many features in sc2's editor that I thoroughly enjoy, and the ui's for water and lights are exceptional and straight to the point - I like them a lot. But the data editor itself feels very haphazard and not much thought was put into it.
My effort is to spread awareness of the need for having the interface improved in the nature of organization and ease of use. This will not "simplify" the editor, this will improve the editor for those already using it by accelerating their production times through intuitive layout and arrangement that presents the immense power of the editor to them in a way that makes editing the game enjoyable and timely.
Some things like the Game Attributes editor give me only minor clues as to what they are capable of doing, and no hope for understanding their capabilities without an extensive external documentation or potentially weeks if not months of simply doing random things until something happens.
I will start this from the basics and go down the list of major points in the easiest manner I can consider.
Part 1
General
Issue - Map Size Limit
[imgwh 640x400]http://img580.imageshack.us/img580/1280/ed1c.jpg[/imgwh]
The biggest and most apparent thing I first encounter is that the map size is still limited to 256x256. I feel that this is a severe blow to several major aspects of two of my projects I had desired to create. This decision was likely based on the factor that large maps may cause performance issues to very old computers.
Recommendations;
- I feel that the editor should support at least 512x512. However, the editor could warn the developer that this map may cause performance issues with slower machines in the event he desires to make such a map. Although Blizzard may not conceive of any use for a map that large, I personally could name several major uses.
* Active RPG maps that use functional cities and AI-controlled regions that cannot function correctly across a multi-map transition setup.
* Very large FFA maps.
* Cinematic projects involving large scale worlds.
* Special "mini-game" setups involving long-ranged units and intelligence warfare, especially something like the Sc1 Diplomacy maps.
Large-scale maps are something that are possible in games like Heroes of Might and Magic, and Age of Wonders 2. While these are both turn-based strategy games, consider that the large map sizes allow for long, dynamic gameplay on a completely active world. While I know that sc2 is capable of phasing between maps, I do not believe that the game would be capable of running a large number of AI scripted players that can keep sync with each other across these maps and interact with each other (such as sending an attack from map B to map A). Even if this were possible, a single large map would provide less of a performance impact than two individual maps of this nature running in tandem.
I do not expect this is something everyone would take advantage of but at the same time I believe the 256x256 size limit is arbitrary and only hurts those who wish to push the boundaries like myself.
Issue - Terrain Texture Limit
[imgwh 640x400]http://img693.imageshack.us/img693/2158/ed2v.jpg[/imgwh]
At a point during alpha Blizzard boasted the editor capable of loading any number of terrain textures at once. This is not possible. In fact, you can only load 8 at once. Such an arbitrary limit, in my opinion, should not exist at all. Again, a dialogue could warn the developer that a large number of textures used at once can incur a higher memory usage, but it should not completely restrict the user from using more textures. This is extremely limiting on a 128x128 map as it is for me.
Issue - Terrain Placement
There should most certainly be a snap to grid feature for the terrain tool - placing long, straight cliffs can sometimes be a real annoyance. The placement tool in general should be a bit more descriptive of how it's going to be effecting the terrain. The best way I can describe what I mean is to show you the Titan Quest placement tool for water.
[imgwh 640x400]http://img441.imageshack.us/img441/24/waht3.jpg[/imgwh]
Note the tool displaying a gizmo that allows you to easily see the elevation under the tool. It also has two circular graphs - one shows the total effect radius of the tool and the other the "minimum" effect radius of the tool. This is used for texturing, it shows you where the fade will start for blending textures.
Additionally, I'd like to make note that the Titan Quest editor allows you to resize water placement and change the water height without having to make a new water entry. SC2's editor is currently not capable of either of these.
[imgwh 640x400]http://img31.imageshack.us/img31/1391/ed3n.jpg[/imgwh]
In fact, the gigantic blocks of water the sc2 editor places can be very difficult to manage when making small rivers or ponds on raised surfaces since it will clip through the terrain on any edges. For every height level you must have a separate water entry - cumbersome and problematic in a big map.
Issue - 1 type of Creep limit
Because of the way creep is built into the tileset and game data you can only have one type of creep. This was a colossal blow to one of my conceptual projects and I can foresee it being a massive issue in any of my future projects due to the desire to create multiple creep-like substances for several races that look, and function, differently. A limit this extreme was unforeseen and, frankly, shocking.
There are probably ways you can fake having different types of creep but to me it seems like many things in sc2 have not moved anywhere since wc3.
Issue - Data Editor Organization
The biggest gripe I have with the sc2 editor is the extremely disorganized and confusing manner in which the attributes for many of the menus are laid out.
In the above tileset editor, the name for the tileset should be on the top. Instead, since it's listing alphabetically, the name is in a very random location.
[imgwh 640x507]http://img405.imageshack.us/img405/9047/ed5o.jpg[/imgwh]
Far worse than this is the unit editor. The arrangements of values in this are completely random and cripple any hope of making an efficient, painless run through a new unit. I cannot possibly imagine making a large-scale project in this editor - wc3 was bad enough with several values, like Armor, requiring repeatedly scrolling through a big list to find.
[imgwh 640x400]http://img708.imageshack.us/img708/5246/ea1g.jpg[/imgwh]
[imgwh 640x597]http://img4.imageshack.us/img4/908/ea2r.jpg[/imgwh]
The Unit Name and Unit Description fields are on opposing ends of the list and key values like health, shields and armor are separated by totally random and unrelated values.
Recommendations;
I feel that the data editor is in serious need of reworking layout-wise. With the editors the community created for Starcraft 1 having had their interfaces perfected over the course of many years of feedback it seems prudent to learn from our mistakes and our discoveries. While I would never expect an exact copy to be made the editors in question I feel that several important attributes of these editors need to be adopted in the Sc2 editor to help facilitate faster, easier, and more efficient production for users of all skill levels.
[imgwh 640x547]http://img571.imageshack.us/img571/8291/editor1.jpg[/imgwh]
Tabbed selection
Large sections of attributes that are related to each other should be organized by sub tabs. In Datedit, the attribute editor for Starcraft 1, a unit's basic vitals are in the first tab, with flags and other such items in the next tab, graphics in another, so on so forth. This allows the developer to quickly get where he wants to go without scrolling around.
Tabs are an interface standard adopted by many programs in the computing world, such as internet browsers and even many 3d applications. It is a feature users are accustomed to. While the sc2 does use tabs to organize major sections, as did wc3, the attributes remain listed in a giant, forbidding list that encumbers rather than presents.
Attribute Relationships
Attributes related to each other, like Vitals (Health, Shields, Armor - Cost, Tech Requirements, Build Time, ect.) should be grouped together for easy identification and access. The user should not have to scroll down a big list to find any of these attributes. Grouping and organizing these appropriately will go a very long way to helping new users break into the power of this editor as well as help advanced users produce their projects faster, more efficiently, and with less irritation.
Elimination of Redundancy
[imgwh 640x507]http://img297.imageshack.us/img297/4229/ed6pg.jpg[/imgwh]
Unnecessary dialogues like the above only serve to waste the user's time and instead annoy the user, especially when they are editing an exceptionally large amount of data at once.
GUI editor
[imgwh 640x507]http://img27.imageshack.us/img27/7088/ed7v.jpg[/imgwh]
In its current state the GUI editor for data is practically unusable. The scroll bar is so tiny and the organization remains so random that one immediately becomes lost and overwhelmed. There is virtually no usage of horizontal space whatsoever.
This is also a problem with battle.net 2.0, whose interface is extremely wasteful of space and you are required to scroll down in the player list to see all of the player slots. I cannot possibly fathom what kind of pressure was on Blizzard's shoulders to force a release with battle.net 2.0's interface the way it is, just as I cannot fathom anyone in Blizzard's team using this interface for their single-player campaign. This drove me mad in a day of playing with it, much less several years!
I would highly recommend investing the time into totally redoing the GUI if the plan is to leave the list editor as-is. Although this is something I would not expect upon release I would hope it would make it in shortly after release in the form of a patch. Using Datedit (source: http://files.campaigncreations.org/resources/sc/programs/DatEdit.zip ) as a basis would be my most powerful means of describing the changes I would like to see.
Obscurity
It is clear that many of the help dialogues in the editor are simply not finished, and I do believe that there was going to be a documentation of some kind in the future. Regardless, I feel a lot of dialogues and entries in the data editor need to be clarified as to what they actually do.
[imgwh 640x400]http://img9.imageshack.us/img9/3346/ed8z.jpg[/imgwh]
I have no idea why the weapon cooldown is called Period, for example. It just seems natural to me that it would be called something that makes it easy and quick to identify. Additionally there are no classifications to ANY of these attributes, and thus not even the slightest bit of organization. Again, I think developers would need a considerable hand-holding process by other developers to become acquainted with the obscurity of the data editor and the confusing nature of its arrangement, while with many other games most individuals can jump in and make basic changes without much hand holding. Unfortunately, with sc2 even changing damage and cooldown values can be a bit confusing for first-timers, and these critical, basic things become no less time consuming to do as the user becomes experienced with the editor because of their scattered nature.
I understand that the editor is complex and powerful. When dealing with games like this I do not expect the editor to be easy or newbie-friendly. I have modded games like Supreme Commander and Homeworld 2 in which there are no editors, just half-assed user made tools that are horrendously inefficient and often extremely buggy. There are many features in sc2's editor that I thoroughly enjoy, and the ui's for water and lights are exceptional and straight to the point - I like them a lot. But the data editor itself feels very haphazard and not much thought was put into it.
My effort is to spread awareness of the need for having the interface improved in the nature of organization and ease of use. This will not "simplify" the editor, this will improve the editor for those already using it by accelerating their production times through intuitive layout and arrangement that presents the immense power of the editor to them in a way that makes editing the game enjoyable and timely.
Some things like the Game Attributes editor give me only minor clues as to what they are capable of doing, and no hope for understanding their capabilities without an extensive external documentation or potentially weeks if not months of simply doing random things until something happens.