StarCraft II Official! (Pictures)

Moderator: Milldawg

Post Reply
User avatar
Hercanic
Protoss Stargate Concierge
Protoss Stargate Concierge
Posts: 1289
Joined: Sat Aug 19, 2006 12:11 am
Contact:

Re: StarCraft II Official! (Pictures)

Post by Hercanic »

To summarize: Can you make a mod in SC2 that can be played on any map? For instance, a mod that adds the Xel'naga race? Will this mod be transmittable over Battlenet to new players, like with maps?
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8332
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

Hercanic wrote: To summarize: Can you make a mod in SC2 that can be played on any map? For instance, a mod that adds the Xel'naga race? Will this mod be transmittable over Battlenet to new players, like with maps?
Presumably this is what Karune meant by a mod loader.
User avatar
Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6539
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet

Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Yes.

Including all DotA heroes, making that mod aspects in a map. >)!]i]
- - Lavarinth
Campaign Creations Administrator
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8332
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

oh come on if you're gonna add heroes, add goku
User avatar
Dread
Terran Command Center Custodian
Terran Command Center Custodian
Posts: 265
Joined: Mon Jun 04, 2007 10:40 pm

Re: StarCraft II Official! (Pictures)

Post by Dread »

WB wrote:
Lavarinth wrote: The reason Blizzard now defines mods and maps the same is because they are. I spent all BlizzCon alongside Herc and Dread in argument against that possibility until I realized I'm just being stubborn.
Eh, I think I whispered to Lav that the argument was moot during one of the panels. I was never towing the line that the difference was immense and vast between them. Although I admit I was swept up at the time amongst the people who were stressing the difference. : P

Still interesting to see some people avidly fight for their belief on the topic though.

Let the ranting and raving continue!
Maglok wrote: Yeah.. uhm beta this month. Confirmed in Conference Call.
Tomorrow... or the tomorrow after that- or after that. : )

Can't wait!
Last edited by Dread on Fri Feb 12, 2010 8:10 pm, edited 1 time in total.
- - - Dread
User avatar
Hercanic
Protoss Stargate Concierge
Protoss Stargate Concierge
Posts: 1289
Joined: Sat Aug 19, 2006 12:11 am
Contact:

Re: StarCraft II Official! (Pictures)

Post by Hercanic »

Can you call DotA a map? Yes. Can you call it a mod? That's what Blizzard wants.

Can you call my Xel'naga race example a map? No. Can you call it a mod? Yes, what else can you call it?

Words are used to convey concepts and act to differentiate. A campaign is different from a map, is it not? The term tells us that it involves multiple maps with a connecting storyline. The different terms give us information about what to expect. Why confuse the matter by labeling custom maps as mods?
User avatar
Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6539
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet

Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

Maps (Arthas) meet Mods (Lich King) at Icecrown (SC2):

Warcraft Lore 9: Arthas BecomesThe Lich King
- - Lavarinth
Campaign Creations Administrator
User avatar
Hercanic
Protoss Stargate Concierge
Protoss Stargate Concierge
Posts: 1289
Joined: Sat Aug 19, 2006 12:11 am
Contact:

Re: StarCraft II Official! (Pictures)

Post by Hercanic »

The fact that there is a "Mod Loader" to begin with indicates a technical difference between mods and custom maps.

They've made mention of supporting an additional race and resource. I wonder, why the limitation to begin with? What, then, would be involved with adding more of either?

We'll see how wide the chasm of separation is when Blizzard releases its editor.
User avatar
The Oracle
Xel'naga Hero
Xel'naga Hero
Posts: 280
Joined: Sun Nov 19, 2006 9:00 pm
Location: Imprisoned on Aiur

Re: StarCraft II Official! (Pictures)

Post by The Oracle »

Lav,

How does that video relate to this thread.  "Does the hand motion over the head *whoosh*"
You haven't lived until you've edited 5,000 recorded .mp3's of dialogue!
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8332
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

Hercanic wrote: They've made mention of supporting an additional race and resource. I wonder, why the limitation to begin with? What, then, would be involved with adding more of either?
Blizzard engines are rife with their love for hardcode. I expect sc2 to be no different.
User avatar
Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6539
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet

Re: StarCraft II Official! (Pictures)

Post by Lavarinth »

What? No one likes my "we are one" joke? Yeesh! Pfft- Jedi me, will ya?
- - Lavarinth
Campaign Creations Administrator
User avatar
Marco
Xel'naga Hero
Xel'naga Hero
Posts: 1469
Joined: Fri Aug 25, 2006 5:31 pm
Location: Fort Worth

Re: StarCraft II Official! (Pictures)

Post by Marco »

IskatuMesk wrote: Blizzard engines are rife with their love for hardcode. I expect sc2 to be no different.
Maybe, but I dunno.  I predict a lot more flexibility in the hard coding.  Just because they understand now exactly how creative their community could be even with the limitations of the WC3 editor.
The Music of Squad 303  (Celestial Reverie Music by Joel Steudler)

[url=http://files.campaigncreations.org/sc2/celestial/anise.mp3]Anise McConnell[/url]
[url=http://files.campaigncreations.org/sc2/celestial/bryce.mp3]Bryce Littlefield[/url]
[url=http://files.campaigncreations.org/sc2/celestial/issac.mp3]Issac Rangel[/url]
[url=http://files.campaigncreations.org/sc2/celestial/tyson.mp3]Tyson Reznor[/url]

"That mutalisk must have seen your stoic beauty glistening in its eye and tried to die looking at an angel in heaven."
-- Bryce Littlefield
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8332
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

It'll be flexible because (hopefully) it won't be a tremendous hackjob like wc3 was. But I'm fully expecting to discover something absolutely retarded and silly first day into the editor.
User avatar
Marco
Xel'naga Hero
Xel'naga Hero
Posts: 1469
Joined: Fri Aug 25, 2006 5:31 pm
Location: Fort Worth

Re: StarCraft II Official! (Pictures)

Post by Marco »

Maybe it'll be needlessly convoluted and hopelessly complex so I can give up on Celestial Reverie day one.  Although figuring out the WC3 editor within a week, cake.  So I probably won't find the excuse to trash my project.  :O
The Music of Squad 303  (Celestial Reverie Music by Joel Steudler)

[url=http://files.campaigncreations.org/sc2/celestial/anise.mp3]Anise McConnell[/url]
[url=http://files.campaigncreations.org/sc2/celestial/bryce.mp3]Bryce Littlefield[/url]
[url=http://files.campaigncreations.org/sc2/celestial/issac.mp3]Issac Rangel[/url]
[url=http://files.campaigncreations.org/sc2/celestial/tyson.mp3]Tyson Reznor[/url]

"That mutalisk must have seen your stoic beauty glistening in its eye and tried to die looking at an angel in heaven."
-- Bryce Littlefield
User avatar
IskatuMesk
Xel'naga World Shaper
Xel'naga World Shaper
Posts: 8332
Joined: Sat Feb 07, 2009 1:40 pm
Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞ‌ా

Re: StarCraft II Official! (Pictures)

Post by IskatuMesk »

Eh. It could be complex or it could be simple.

Complex yet powerful; Supreme Commander - good luck getting a serious project done in a year. There has yet to be a real total conversion for this game containing anything besides kitbashes. Many were attempted, but the difficulty and complexity of modding a game exclusively coded in lua cannot be exaggarated.

Simple yet powerful; Diablo 2. The most basic yet powerful game I can think of is diablo 2. Accessing most of its softcoded features is very easy, but because of the scale and power at your command, it still takes a tremendous amount of time to do stuff. There is no easy or fast way of doing anything.

Extremely simple yet moderately powerful; Age of Wonders 2. Seriously, this game is so easy to mod but you can make some really basic yet enjoyable mods in it. Too bad the editor has the potential to corrupt mods, like my project that took over a year to get where it was at.

Sc2 will be powerful if only because of the data editor. The data editor alone leaps the engine ahead of wc3 and into the realm of Sins of a Solar Empire. If the editor is intelligently and intuitively designed, you could be looking at Supcom-level power.

In Supreme Commander you can do stuff like have projectiles swerve around a shield and hit things behind the unit with the shield.

[imgwh 450x155]http://gickr.com/results4/anim_b0a03836 ... 4e3782.gif[/imgwh]

But make no mistake, regardless of how powerful or how limited sc2 will be, it will take exponentially more time and effort to make a serious project than wc3. It takes time to sort things out and find the best possible solution to something. Modding is problem solving, having power is great, but also complicates your potential paths to take regardless of your familiarity.
Post Reply