IskatuMesk wrote:Well it's nice to have for sense of completion. If, for example, I had AO2, I'd like to edit the main menu screen to include AO-specific art, music, and other such assets. It would complete the feeling. Total conversions and all.
Yeah, fair enough. Since total coversions are far from my priority I guess that's why I am not bothered by such.
The ideal comprimosie would be tat you could preload a mod on startup via command line parameters or a simple mod loading menu a la DoW1.
IskatuMesk wrote:Obviously the whole true mod environment is something most mappers wouldn't give two shits about because they never consider to make a global-level project. This kind of a project really diminished in wc3 because of its map-friendly mod-hostile system. On the other hand, with games like Diablo 2 and Age of Wonders 2 and even UT*, TC's are commonday and stuff like this is very average and realistic to think of.
While there is validity to whta you say, your examples work way too differently to an RTS to compare. Interestigly, wc3 wasn't as mod hostile as people would like to claim, but barely any preloaded mod gained interest, due to the fatc that you could have custom assets and objetcs within a single map/campaign.
IskatuMesk wrote:What hurts sc2 is not the fact that they don't natively support these mods but that they will ban you for changing the patch mpqs in the first place.
My proposal of mod preloading through command line parameters could solve that. You could even get rid of the Liberty mod if you didnt use it at all.