Starcraft 2 Modding limitations

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Dtox
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Starcraft 2 Modding limitations

Postby Dtox » Sun Nov 28, 2010 8:40 am

Im curious (since i dont know much about modding), what is it about SC2 thats so limiting in terms of modding?
herpin mah derp like yeah

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IskatuMesk
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Re: Starcraft 2 Modding limitations

Postby IskatuMesk » Sun Nov 28, 2010 12:24 pm

Blizzard bans you if you attempt to mod the game. End of story.
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Re: Starcraft 2 Modding limitations

Postby Lavarinth » Sun Nov 28, 2010 3:13 pm

Ignore Isk's pessimistic attitude, he's always like that.

To be more descriptive:

You can mod anything within a map for the time being. There's no limitations. However, modifying the MPQs, or attempting to launch an SEMPQ may get you suspended and/or banned.

EDIT: On top of that, there's nothing that needs to be done outside a map to accomplish whatever anyone wants done, honestly. Also, there's plans to release a mod loader which will allow you to customize the remaining portions of the game, such as the game menus and.. well, the game menus.
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IskatuMesk
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Re: Starcraft 2 Modding limitations

Postby IskatuMesk » Sun Nov 28, 2010 3:27 pm

I think it's unfortunate Lav's entire argument hinges on ignorance and he clings so closely to this ignorance despite being presented evidence to the contrary on numerous occasions.

You sadden me.

Watch this video. I explained the differences plain as day.

http://www.gameproc.com/SMesk_MapsareNO ... -muxed.mkv

Just because you have no interest in custom content doesn't give you the right to constantly slander the people that do.
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Quirriff
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Re: Starcraft 2 Modding limitations

Postby Quirriff » Mon Nov 29, 2010 4:59 am

While it is possible to have campaign modules for single player games. It's impossible to have multiplayer modded games of Starcraft 2 because of the size limits and that blizzard could ban you.

It's a danm pain in the neck by blizzard, I'm guessing they're going to introduce better custom game/mod support "At a later date" like they implemented region switching and name changing.
But like region switching and name changing I'm sure their will be a catch.

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Re: Starcraft 2 Modding limitations

Postby Falchion » Mon Nov 29, 2010 5:39 am

Quirriff wrote:While it is possible to have campaign modules for single player games. It's impossible to have multiplayer modded games of Starcraft 2 because of the size limits and that blizzard could ban you.

It's a danm pain in the neck by blizzard, I'm guessing they're going to introduce better custom game/mod support "At a later date" like they implemented region switching and name changing.
But like region switching and name changing I'm sure their will be a catch.


By later date, you mean NEVER, right?

Blizzard would never admit people modding their content and not paying for it. As far as I'm concerned, the Blizzard we knew would want freedom of that, yes, but the executive joint won't permit it, as long as modding's for free. Blizz is nothing but puppets of money, now.
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IskatuMesk
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Re: Starcraft 2 Modding limitations

Postby IskatuMesk » Mon Nov 29, 2010 12:32 pm

If you wanted to ignore every single logical mechanic and just call a map a mod, you're still screwed by the size limit and the censorship no matter what you look at.

Other limits include map size limits, creep limits (can only have 1 kind of creep), the rendering engine is very limited, material control is still non-existent (important when it comes to custom terrain bro believe me), the cliff limits, ect.

I mean after playing with the material editor in the UDK the simple lack of such controls in other games that have the gall to call themselves modern is just... awful. So in sc2 you're stuck with everything looking glossy unless you want to abandon normal maps altogether.

This is all stuff I covered in my AO2 blog I'm sure you've watched by now.
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