StarCraft II Official! (Pictures)

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Re: StarCraft II Official! (Pictures)

Post by Meta »

List of confirmed map editor features:

Will fully support multiplayer campaigns and linked maps. This enables players to play through entire campaigns together.
-Mix and match your own tileset in the editor.
-Any unit or object can be placed anywhere, regardless of their natural environment.
-Weather effects will be possible to use, including turning them on and off with triggers.
-Night/day effects will also be usable.
-A third custom resource is added to StarCraft II that can be used by mapmakers.
-Allowing heroes and units to gain "experience" is built into the Map Editor.
-Units can be toggled to have the ability to carry an inventory like in WarCraft III.
-The maximum map size will still be 256x256.
-Upgrades will now be downgradeable via triggers by using a negative value.
-Custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps (as long as the mod defining the race is loaded).
Create your own abilities, including ability animations and effects in the datafiles (no triggers needed).
-Blur effects from StarCraft II's cloaked will be removable.
-Possible to use the full 3D cinematics mechanic from the single player campaign to create movies.
-Buildings will be able to produce whatever units the map maker sets it to.
-The entire Tech Tree will be customizable with in-game triggers.
-Mapmakers will now be able to use map locking (encryption) their maps, disabling other mapmakers from editing it and re-releasing it in their own name.
-A large number of extra units, abilities and buildings that are made but not implemented in the game will still be available for mapmakers and modders.
-Up until release, Blizzard checks the forums for good suggested features to add to the Editor.
-In th ;)e future, there will be opportunities for map makers to get their maps added to ladder pools. Selection based on quality for multiplayer games.

Source: www.starcraftwire.net

Comments:
Those are fantastic news. Looking forward to playing multiplayer campaigns and experiment quite a bit with the tileset layer - this was fun as hell in WC3, IMO. The ability to place units anywhere is also welcome, and the inventory thing had me worried, since I've planned quite a few gameplay tricks that would require one. :)

About the map locking feature, I understand it's a major concern to UMS mapmakers, whilst not really that relevant for campaign makers. Still, I hope it still allows us to look at the map proper: to observe triggers and things like that.

Also, the ability to use the 3D cinematic mechanic and to add a 3rd custom resource (great for altered melee games) are very good news indeed.
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Re: StarCraft II Official! (Pictures)

Post by Falchion »

Meta wrote: List of confirmed map editor features:

Will fully support multiplayer campaigns and linked maps. This enables players to play through entire campaigns together.
-Mix and match your own tileset in the editor.
-Any unit or object can be placed anywhere, regardless of their natural environment.
-Weather effects will be possible to use, including turning them on and off with triggers.
-Night/day effects will also be usable.
-A third custom resource is added to StarCraft II that can be used by mapmakers.
-Allowing heroes and units to gain "experience" is built into the Map Editor.
-Units can be toggled to have the ability to carry an inventory like in WarCraft III.
-The maximum map size will still be 256x256.
-Upgrades will now be downgradeable via triggers by using a negative value.
-Custom races are fully supported, including the ability to choose them from the game lobby while playing melee maps (as long as the mod defining the race is loaded).
Create your own abilities, including ability animations and effects in the datafiles (no triggers needed).
-Blur effects from StarCraft II's cloaked will be removable.
-Possible to use the full 3D cinematics mechanic from the single player campaign to create movies.
-Buildings will be able to produce whatever units the map maker sets it to.
-The entire Tech Tree will be customizable with in-game triggers.
-Mapmakers will now be able to use map locking (encryption) their maps, disabling other mapmakers from editing it and re-releasing it in their own name.
-A large number of extra units, abilities and buildings that are made but not implemented in the game will still be available for mapmakers and modders.
-Up until release, Blizzard checks the forums for good suggested features to add to the Editor.
-In th ;)e future, there will be opportunities for map makers to get their maps added to ladder pools. Selection based on quality for multiplayer games.

Source: www.starcraftwire.net

Comments:
Those are fantastic news. Looking forward to playing multiplayer campaigns and experiment quite a bit with the tileset layer - this was fun as hell in WC3, IMO. The ability to place units anywhere is also welcome, and the inventory thing had me worried, since I've planned quite a few gameplay tricks that would require one. :)

About the map locking feature, I understand it's a major concern to UMS mapmakers, whilst not really that relevant for campaign makers. Still, I hope it still allows us to look at the map proper: to observe triggers and things like that.

Also, the ability to use the 3D cinematic mechanic and to add a 3rd custom resource (great for altered melee games) are very good news indeed.
OMG!  This will get Duality to fully explore it!  But what I really want is to mess with some customizable spells and skills, specially those that use flames, Episode II will need'em really bad.
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Re: StarCraft II Official! (Pictures)

Post by Marco »

Maybe Blizzard should do something called a 'Quitters Penalty' that locks out a player from playing a specific multiplayer map for 30 minutes if they quit that specific map early.
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Re: StarCraft II Official! (Pictures)

Post by Xenon »

They'd better not hardcode the inventory to some arbitrary small number (6).

Reversing upgrades is interesting, but in War3 this was primarily an issue because upgrades are the only way to change a unit's attack range, and hopefully there will be easier methods in SC2 anyway.
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Desler wrote: Maybe Blizzard should do something called a 'Quitters Penalty' that locks out a player from playing a specific multiplayer map for 30 minutes if they quit that specific map early.
I'd pay for that.
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Re: StarCraft II Official! (Pictures)

Post by mAc Chaos »

On XBOX LIVE, for Halo 3, they make it so you gain experience by winning, and gain nothing if you lose.  But if you quit your progress actually reverses.
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Re: StarCraft II Official! (Pictures)

Post by Maglok »

-Possible to use the full 3D cinematics mechanic from the single player campaign to create movies.
Woot!

Edit: Actually can you get me a source more complete then starcraftwire? Cause if they are just drawing conclusions again, that's less interesting.
Last edited by Maglok on Sun Feb 01, 2009 11:46 am, edited 1 time in total.
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Re: StarCraft II Official! (Pictures)

Post by Marco »

Yeah, I'm not exactly sold on their information either.  No source information, even posted a fake screenshot.  Seems more like an extrapolation then real solidified information.
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Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Well, the comment on that picture says it's fake, and it's by the creator of it. Most of that information I recall just hearing either from interviews or FAQ's. However a few abuses of certain works like "possible" are very questionable.
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Re: StarCraft II Official! (Pictures)

Post by Maglok »

The one specifically about the cinematic mode of singleplayer is bugging me, I read SC2 news religiously and I have never seen a 'yes you can' only 'we are doing' and some only partially related 'there will be tools.'
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Re: StarCraft II Official! (Pictures)

Post by Meta »

I don't think it's reliable at all, actually. But I posted it anyway. ;)

The one about hero inventory is bugging me the most, since it'll be required for any and all of the things I'm planning.  :P
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Re: StarCraft II Official! (Pictures)

Post by UntamedLoli »

Possibly mentioned elsewhere.
Cavez wrote:
Petco_smells wrote:Sorry if this was answered somewhere on the forums before(I can't get search to work) but does anyone know what the max amount of players on online custom maps are?

In one of the question and answer batches, they said "eight players" but they never said if it's simply "eight" for "ladder" play(like how Warcraft 3's max amount of player in ladder is 4v4 which is 8 players) or if they meant 8 as in the total amount for custom maps as well?

So, what's the max amount of players for a custom map?

The final count is not yet decided. It will almost certainly be more than 8 so that a variety of popular custom game types (Tower Defenses, DoTA, etc.) can continue with what they are used to. The final decision will be based more on performance than anything else, but we will be shooting for at least 12.
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Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

It's about time they started recognizing important questions.
but we will be shooting for at least 12.
Blizzard's rulebook of terminology skews this a bit but one can hope.
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Re: StarCraft II Official! (Pictures)

Post by Xenon »

"based on performance" indeed. It's most likely related to the pathing system.
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Re: StarCraft II Official! (Pictures)

Post by Meta »

Valentine's Day posters, woot.

[imgwh 640x480]http://www.starcraft2.com/images/wallpa ... 00x600.jpg[/imgwh]

[imgwh 640x480]http://www.starcraft2.com/images/wallpa ... 00x600.jpg[/imgwh]

[imgwh 640x480]http://www.starcraft2.com/images/wallpa ... 00x600.jpg[/imgwh]

Awww, the Zerg one is cute. ^^
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