Ricky_Honejasi wrote:
Q :What will be the maximum map file size transferable over Battle.net for SC2 maps?
Note : it is currently 4 megs for WC3 maps
Ok.
Ricky_Honejasi wrote:
Q: Will Starcraft 2 support data cache for multiplayer?
Note : data cache being the files to carry on heroes, various data and such from map to map, usually used in campaigns, only singleplayer is truly supposed for WC3, basically only campaigns.
I think a more detailed option such as SECURE data cache as data cache will instantly trigger "hacking it" to various users which I'm sure Blizzard would NOT let occur.
Ricky_Honejasi wrote:
Q: What will be the maximum variable array size?
Note : in war3, it is 8192 or so.
Ok- But, is this a valuable question or just an informative question? I'm not sure what arrays are used for (never understood variables too well).
Ricky_Honejasi wrote:
Q: What will be the specific features of the map protection feature in StarEdit2?
Note : as far I remember, SC2 will feature map protection instead of having to use 3rd party programs to do it but didn't specify much about it.
Ok- But likely answer will be "we can't go into that at the moment," so second priority over more important questions.
Ricky_Honejasi wrote:
Q: Will it be easier to make custom models for Starcraft 2?
Note : War3 had Arts Tools for some hard-to-get version of some modeling program andt often you had to end up fiddling around with costy programs without being sure of being able to import it right into SC2.
Ok.
Xenon wrote:
How customizable is the interface? Does it allow adding custom numerical indicators, gauges, and menus? Can the total number of buttons (15) in the command card be changed, and can clickable buttons be added to the status bar or areas otherwise not in the command card?
Ok- But, keep it specific, we've seen Blizzard trail off an important question by picking the lesser portion of the question, so keep it to "Does it allow..." not the command card area, instead if clickable buttons can be adding on the screen elsewhere.
Xenon wrote:
(I'd also like to know if the Havok physics can be used for gameplay-related stuff like pushing living units around, but I seem to remember them dodging a question like this by saying something like "The physics will generally not affect gameplay", which says nothing about modding.

)
Interesting, but, skip for now. Each passing day less and less physics are into play, go figure.
Maglok wrote:
Q: In batch 42 it was said we could use the same cinematic style in the maps that is used in the 'story space', so we can show a small cutscene on a map with the higher resolution models then go back to the normal ones for gameplay?
This is possible via triggers, I think the bigger question would be if such intriquite movements as seen in the Battlecruiser are possible in game.
Maglok wrote:
Q: Campaigns can be developed by creating it all in one go and then releasing it. Most campaigns that actually get done though release on a map by map basis (at least with Starcraft 1 they did). With this new galaxy map feature, is it possible to create a galaxy map that keeps in mind the subsequent episode releases? What can the galaxy map do for us anyways?
I understand this question, but I think it might be too open-ended for a specific answer from them, need something more direct.
Maglok wrote:
Q: In a recent screenshot we see civilians of different genders and with different facial features. Are we going to get some kind of randomize your own cilivian thing there? Choose a haircut, choose a skin color, the likes?
Ok. Best to add "Can we also ADD to the selection via additional textures or color hue adjustment on specific parts of models."
Maglok wrote:
Q: How will custom campaigns be handled. In Starcraft you had to mod the entire game to make a custom campaign show up in the campaign selection screen, which is, let's face it, so much more awesome then launching a map from the custom menu.
Ok, but likely already "can be replaced with your project" as I believe there's a "mod selector" before launching the game.
Maglok wrote:
Q: Is there any chance we get SumEdit before SC2 comes out? Several dedicated campaign creators from the days of Starcraft 1 are already planning and can't wait to get their hands on it.
Ok- But secondary to direct modding questions.
Maglok wrote:
Q: Editing a story mode space, is it at all possible? If we want to create a command center interior instead of the battlecruiser shown in the single player demonstration, can we do it? Model wise we would probably need to go to a tool like 3dmax and then import it, but there will also need to be code to make it all work, can we do that from within ScumEdit?
Ok but I believe dimming it down to "Is it possible to create our own interactive environment like the Battlecruiser via the editor (likely using preset objects/rooms), and/or possible to import new ones and trigger locations to perform actions like the Galaxy Map selection?
Jadefang wrote:
1.) It was mentioned that all units from SC1 and those considered yet discarded during the development phase of SC2 will be part of the editor. Does this mean that these units (medics, minotaurs) will be buildable and usable (ai scripts) by computer players, or that they will just be hero-like units without these abilities.
I would assume not, we'll keep this secondary.
Jadefang wrote:
2.) For the old SC1 units, will there be some kind of makeover to have them fit into the SC2 design?
Interesting, but not directly related to modding, more of just an interest question. Likely answer would be yes.
Jadefang wrote:
3.) A previous batch had a question to non-latin letters like "ü" etc and the answer was yes. I want to clarify, does this mean all foreign languages typesets? How about cyrillic letters пожалуйста?
Not as modding related as other possible questions and not as much interest to the mass public as other questions.
Jadefang wrote:
4.) When creating a storyline in a campaign, is it possible to make custom cinematics during the briefing by the means of the standard editor like we could see them for the campaign demo?
Same question asked different elsewhere, combine both to a more direct question.
Jadefang wrote:
5.) The SC1 map edior was sometimes, shall we say long winded. Will the panoply of trigger options be expanded, and could you share some examples?
And I quote: "Can the edito-" "Yes, it can." They likely wont share examples.