Haven't you heard? Maps are mods now. Get with the times, dude!
If the distinction between a map and a mod is the "extent of [gameplay] change", where does that line lie?
If a map places the starting position of players 3x further away from their main's resource nodes, that would certainly constitute a gameplay change. Is this now a mod, or just an imbalanced melee map (favoring Terran)?
What about an island map? Is that a mod? The entire game flow is changed, from terrain alone.
I'm going to assume that you would agree with me in calling both of these examples maps, not mods. But why is that? They change the experience, don't they? The reason is because the term "mod" has never referred to the extent
of changes. Elder Scrolls: Oblivion has a mod that gives every book type in the game a unique, hi-res cover. Some would say this is a relatively small, insignificant change, but it is still a mod.
How about changing all the SC1 workers to flying units
? Yeah, that's a mod.
What about something really
simple, like changing the SC1 Marine's damage from 6 to 7
? Yep, still a mod! You'd call this one a 'balance mod'. However, you can do this exact same thing in SC1's map editor. Does that mean such a change cannot be considered a mod? No; it does not matter that the same type of change can be done in either environment. But if done in the map editor you would have a custom map, not a mod.
You can do many things in maps that can be done in mods, and vice versa
, but that isn't the point of the distinction in terms. What is changed, and the extent of those changes, doesn't matter. What does
is the architecture level
that the changes exist at. 'Map' refers to content at the map level. 'Mod' refers to content at the engine level.
The difference in architecture level has many implications, the most prominent being the ability to integrate mods into the original experience, such as the Oblivion book covers.
Lavarinth wrote:then we have the never-to-release "here let me tease you with spiffy code and then stop working on this altogether because I will never finish anything" mod STF by Hercanic who injects extra code into the game to add interface features among standard modding of adjusting tech trees and units creating a relatively new gaming experience.
Both the original STF 2.4.4
and the newer STF 0066
are available for download.
tf- wrote:I don't understand Jetcraft, all this effort to what end? If you just made a platformer from scratch or with something like GameMaker you would have an easier time and you would own your work at the end.
I cannot say for certain what the creator's motivations are, but I can say that grabbing attention matters. If he did this as just another platformer in Flash or Game Maker, who would notice? What about a SC2 map? A map that has an actual editor
built inside it for custom level creation, its own scripting system, and more? It grabs attention because it stands out from its immediate competition -- other SC2 maps. It becomes more impressive by association.