Re: Custom maps - Blizzard increases limits
Posted: Sun Sep 05, 2010 1:06 pm
It's not totally murdered; just taking peeps longer I think.
https://www.campaigncreations.org/forum/
https://www.campaigncreations.org/forum/viewtopic.php?t=3350
I guess we'll see. Setting this bunch of limitations is a bad start, though.The Oracle wrote:It's not totally murdered; just taking peeps longer I think.
And I'm pulling for Oracle to do the same for SC2. I don't want to do something that big for a long time.IskatuMesk wrote: Everyone was like omg wc3 is just taking longer to start but you know what happened there? That's right, nothing! RCX was the only person in the entire WC community to actually put a shitton of devotion into something big and complete it.
Amen. SC2 has had a bigger creative fanbase, I guess, so I'm still hoping against hopes that it's not going to come to that.IskatuMesk wrote:No, they're murdered. But it's not all Blizzard's fault, it's the trend of the Blizzard community as a whole, which relies on copying the same things over and over again.
Everyone was like omg wc3 is just taking longer to start but you know what happened there? That's right, nothing! RCX was the only person in the entire WC community to actually put a shitton of devotion into something big and complete it. PR was a joke, Rommel's HoS and DR's DoC had a lot of potential for greatness but neither were completed.
SC2 is playing the exact same way.
While I haven't spent THAT much monetary-wise on my own project (buying a whole new computer may or may not qualify), there were so many times I deliberately wanted to avoid working on my project even though I knew I had to finish it or it would eat away at my ego. At one point I was contemplating handing over the master outline to Lavarinth in case I died (obviously this didn't happen, but it's something that did cross my mind could happen).The Oracle wrote:@RCX:
To quote Prince Valerian, "I simply have too much invested in this operation to let it fail." The investment being close to five digits worth of money and a LOT of time. LotC will be done. Or it will kill me. But that will be the only reason it's not completed if it isn't.
Probably one of the reasons why Blizz felt it was okay to put an end to Starcraft modding as we know it. It's not the best or the fastest way to make money. I think I'd have done the same thing.DrumsofWar wrote:The overall playerbase and Blizzard both don't care about mods, whether we like modding or not. Both care about the next megahit multiplayer map and it took tons of time for the biggest SC1 UMS to hit maturity to say nothing of the time it took for DotA to go from being another crappy Warcraft 3 custom map to spawning TWO separate published games.
Supporting modding can only attract more players thus selling more games. I do not see your logic here.Legion wrote: Probably one of the reasons why Blizz felt it was okay to put an end to Starcraft modding as we know it. It's not the best or the fastest way to make money. I think I'd have done the same thing.
Supporting formulaic multiplayer grind custom maps attracts more players and is easier to do, since the skill required for a mapmaker is lower than that of a modmaker to say nothing of the fact that you have to make less of your game engine/files/data open to the public for a custom map. Odds are the makers of DotA know little about WC3's file structure but anyone making even a basic conversion would have to.GreatGodSajuuk wrote:Supporting modding can only attract more players thus selling more games. I do not see your logic here.Legion wrote: Probably one of the reasons why Blizz felt it was okay to put an end to Starcraft modding as we know it. It's not the best or the fastest way to make money. I think I'd have done the same thing.
It's always hilarious reading posts about how most of the uneducated players thinks armour works in WoW.DrumsofWar wrote:Supporting formulaic multiplayer grind custom maps attracts more players and is easier to do, since the skill required for a mapmaker is lower than that of a modmaker to say nothing of the fact that you have to make less of your game engine/files/data open to the public for a custom map. Odds are the makers of DotA know little about WC3's file structure but anyone making even a basic conversion would have to.GreatGodSajuuk wrote:Supporting modding can only attract more players thus selling more games. I do not see your logic here.Legion wrote: Probably one of the reasons why Blizz felt it was okay to put an end to Starcraft modding as we know it. It's not the best or the fastest way to make money. I think I'd have done the same thing.
Are you implying that mods and custom maps cannot co-exist? I do not see logic here too.DrumsofWar wrote: Supporting formulaic multiplayer grind custom maps attracts more players and is easier to do, since the skill required for a mapmaker is lower than that of a modmaker to say nothing of the fact that you have to make less of your game engine/files/data open to the public for a custom map. Odds are the makers of DotA know little about WC3's file structure but anyone making even a basic conversion would have to.