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Yesterday, 11:15 am   Collapse
Blizzard SC2 Editor Q&A
Quote from Blizzard Entertainment
We’ve been reading over the questions that you have been posting and the development team has taken some time to provide answers to some of these below. If you have not seen an answer to one of your questions as of yet, do not worry, we are continuing to keep an eye on the thread here and will be providing further answers to your questions where we can.



Q. tai- Is there an easy way to call a unit in the map? For example, if in a trigger I want to have a condition "Triggering Unit == Marine," but not a marine that's already on the map or something that uses "unit in unit group," "last created unit," or some other function that does everything except have a general statement for any marine.

A. We’re not entirely sure of what you’re asking but we’ll take a stab. If this doesn’t help you out, please feel free to post again and provide a little more context so that we can pin point what it is you’re trying to do.

If your trigger is intended to target a Marine that has just been created, then the 'issue order' to 'last created unit' is actually most likely the reference you are looking for to get that Marine. As an aside, you would want to use the 'issue order to unit group' and 'last created units' if you are spawning multiple Marines. However if you're looking to avoid using 'last created unit', or it doesn't work for you based on how your triggers are structured, then you could use the "Unit enters region" event and set the region to "Entire Map". Combined with the "Triggering Unit == Marine" condition, that would cover any spawning cases.

If you are looking to get a unit that was spawned previously and is now necessary for something else, then you actually would want to use "Unit from Unit Group" and the "Units in Region Matching Condition" function to narrow it down to the specific unit. There isn't a running list of units on the map that you can simply pick from once things are in full swing; you have to filter it down somehow to get exactly the one you want or be able to get that marine off of a specific event.

We’d also recommend storing any unit that you want to find later to a global variable if it is important.




Q. Jumby- Not sure if this is the right thread but, how do you make it so you can build on ramps in the game? Thanks

A. Great question! Building placement, meaning where you can and cannot place a building, is governed by that unit's footprint which can be modified in the Footprint data type. The 'Placement Check' and 'Placement Apply' Layers of a Footprint dictate where it can be placed, and what kind of effect it has on pathing and other footprints once it is placed
A ramp is considered a "No Build" location, which is considered invalid by footprints by default. What you'll need to do is uncheck the 'No Build' flag under the 'Invalid' flags of the 'Placement Check' Layer for that footprint.

As a side note, once you do this you will be able to build your buildings ANYWHERE. You will probably want to flag 'Ground - No Spawn' flag under the 'Invalid' flags as well. :) This will prevent you from building your buildings on other buildings (no matter how much Xzibit may want you to do so), and on cliffs.

And as a final side note to that previous side note, the edges of ramps are considered cliffs. You will only be able to build on the terrain in the middle of a ramp.




Q. Zealot- Can anyone tell me how to make place units that join you when you touch them (e.g, in Belly of the Beast, the Dominion Soldiers)? It seems to be a different method than in the original SC editor. Also, how the heck do I place Resources (min. fields and Geysers)? I'm totally lost in this new editor!

(Reference Gaius' Post- http://us.battle.net/sc2/en/forum/topic/608631413?page=2#23)

I've only started using this editor, but if it has similar triggers to the SC1 Editor and doesn't allow you to flag units as "Rescuable" like in SC1, I would simply make a Region/Trigger combo to give all units at <location> owned by player <neutral player> to player 1. Sorry I don't know the specific strings to reference but I assume that they're not too difficult to find. Hope this helps.

A. What Gaius said is correct. The most efficient way to do this would be using the "Rescue Unit/Rescue Unit Group" trigger and specifying the unit/units to rescue.

Additionally, you may want to use the "Unit Enters/Leaves Range Of Unit" event. It would make the process much simpler!




Q. Warheart- Does anyone know how to make units and buildings smaller than their normal size when placing them on the map?

(Reference Gaius' Post- http://us.battle.net/sc2/en/forum/topic/608631413?page=2#23)

Go to the Unit info in the Data Manager. In the bottom-left window in the Data Manager scroll down to the Actors section and click on the Actor tied to the unit's appearance (ie. for Ghost it is 3rd one down titled Ghost (Ghost.)) After you select the Actor, scroll down the list of values on the right until you get to CActorModel_Scale and change the value from 1.0 to whatever you want. Voila!

A. Gaius is once again correct! The Actor data for that unit can be used to scale it. Additionally, there is a 'Set Scale' trigger you could utilize, and the Model data can scale it as well (including introducing a random scale).

As for scaling a unit in the terrain editor, like you would with a doodad, that is not possible.




Q. Ash- Do you guys have any intention of adding a "beginner friendly" mode to Galaxy Editor that more closely matches the power of the Warcraft III World Editor? Lots of great maps came from fairly inexperienced mappers who are being shut out by the complexity of the current editor. Any news regarding changes to make it more user-friendly would be greatly appreciated.

A. Making the editor more user friendly is a noble goal, one that we've actually accomplished several times during development, haha. With great customizability comes great complexity, unfortunately. It can be overwhelming at times, but like many things in life most of the intimidation comes from the fact that it is unfamiliar.

Again, as an aside, we are kicking around a couple of ideas for addressing the intimidation potentially experienced by a new user to the editor. :)




Q. Ravensword- Simple question, how would I make it so a unit didn't have to turn all the way around to attack? Sort of like the diamondback or a turret I suppose. If theres a way, please tell me!

A. Weapons have an 'Arc' field that govern the field of fire for a weapon.
As an aside the 'Arc Slop' field governs the firing arc allowed once a weapon is already being fired at a target. Basically it's how wide a target can move before the firing unit reorients itself with the target. This is useful for channeled weapons (IE: the void ray) so that it doesn't break every time the target shifts even a smidgen.




Q. Torrasque- So I'm trying to use the map editor to make a battle cruiser have interceptors, load units like the Hercules, warp rifts like the mothership, and deployable turrets like the raven. Any tips would really help. This map editor is waay more complicated...

A. Fortunately what you're asking is pretty simple! Just add those abilities to your unit. So you would first add 'Carrier Hangar', 'Queue (5)', 'Hercules - Transport', 'Raven - Place Auto Turret' abilities.

Then you would need to add command card buttons for those abilities so that you can order the unit to use them in game. I'm sure if you fiddle with it for a minute or two you'll figure it out.

From http://us.battle.net/sc2/en/forum/topic/627976600#1

Posted by: DevliN

--- Increased Publishing Space! ---
Blizzard has finally increased the publishing space for maps uploaded to Battle.net! Now you can upload up to 10 custom maps, and have up to 50 megabytes of total storage space.
Quote
As part of our ongoing efforts to foster a productive and happy StarCraft II mapmaking community, we recently asked players to share their thoughts and ideas on how the custom map system might be improved. Some mapmakers noted that the current limits placed on custom map publishing felt too restrictive and, as a result, made their mapmaking experience less enjoyable.

We've taken this feedback to heart and increased custom map upload limits in two ways. Players are now provided with a total of 10 custom map slots and up to 50 MB of total map storage space. Ultimately, we want players to be able to share more maps with the community, and we feel these changes will supply mapmakers the additional freedom they need to better flex their creative muscles.

We'll be carefully monitoring how this additional storage is used by players and, as always, will continue to seek your feedback for how we may further improve the Battle.net mapmaking and publishing experience.
More information is at http://eu.battle.net/sc2/en/blog/601971

--- Blender .m3 Plugin ---
Stante has been developing an .m3 plugin for Blender. Currently it can import models and textures, but work on animation support and exporting is well under way, and it should soon be on the level of the 3D studio max plugin.
(user posted image)

More information and the download is available at https://code.google.com/p/blendm3/

--- Offline Guest Mode---
Blizzard has uncovered how to play offline, using Guest Mode.
Quote
When logging into StarCraft II: Wings of Liberty, you may have noticed the "Play as Guest" button lurking at the bottom right of your screen. But what does this do? Is it the same as the "Offline" mode you've heard about? Can I play without even logging into Battle.net?

If you select the "Play as Guest" option you will be asked to choose which of three guest profiles you want to play as, aptly named Guest 1, Guest 2 and Guest 3. While playing as a guest you can:

- Experience the single player campaign
- Test your skills in the single player Challenges
- Battle against the AI in custom games
- Learn more about the game in the tutorials
- Watch your replays


Any progress you make while playing as a guest will be saved to that specific profile, and thus will be unavailable while playing under any other profile. While you will need to connect to Battle.net to authenticate the game once every 30 days, you will not need to create an online account if you only play using a guest profile. However, while playing as a guest you cannot earn achievements nor play multiplayer.

To enjoy the full experience of StarCraft II: Wings of Liberty, including earning achievements and playing online against other players, you will need to log in to your online profile (using your Battle.net username and password) when you load the game.

If you attempt to log in to your online profile but are unable to connect to Battle.net, for example when travelling and without internet access, you will receive a message informing you that StarCraft II has been unable to connect to Battle.net. It is now that you are given the option to "Play Offline".

"Playing Offline" is different to playing as a guest as all your progress will still be saved to your online profile. As you are not connected to Battle.net you will not be able to earn any achievements, but don't forget that you can replay any previous mission through the "Mission Archive" on the Hyperion if you're chasing after that ever-elusive achievement!
More information is at http://eu.battle.net/sc2/en/blog/641953#blog


Posted by: Jack[RCDF

Sep 1 2010, 5:55 pm   Collapse
August Map Contest Results
Payne has tallied the points, and the results are in for the August Map Contest!

1. Temp: P5 (+2), P12 (+2), P13 (+2) = 6
2. Roy: P2 (+2), P9 (+2), P13 (+1) = 5
3. Devourer: Waterfall bonus level (+2) = 2
4. shmeeps: P13 (+1) = 1
5. Centreri: Answered textually to 5 problems (+1) = 1


Congratulations to those who participated.

Posted by: DevliN

Aug 27 2010, 5:45 pm   Collapse
StarCraft II - Patch 1.1
From http://us.battle.net/sc2/en/blog/692221
Quote from Blizzard Entertainment
Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we're extremely excited to witness the amazing community that's come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA's 3D Vision, and more. We'd also like to share some specific plans for this patch with you.

To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.


Balance Changes
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.


Maps
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.


Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.


Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper bunker, or fast marine bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, 15 vs. armored; to correspond with this, damage upgrades will be changed from 5 to 3, 2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.


Zerg
Ultralisk damage is being decreased from 15, 25 vs. armored to 15, 20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.


And Beyond...
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

We'll see you online!
tl;dr, chat channels, balance changes and improved support.

Posted by: [Vi3t-X]:]

Hello fellow SENers;
I have concocted a nice News with hundreds of links all around for you. :)

- StarCraft II Wiki Project -

The StarCraft II Wiki Project has started. Help this community to build up one of the greatest Wiki out there!
A good way to contribute is to thank people that have helped you out with a problem in the Assistance forum by creating an article showing how to solve your problem (example). Moreover, it'll help you assimilate this new matter.
If you are the one that helps, you might as well create a new wiki article, write the solution in there, and post the link to the Wiki as a reply to the problem of someone (example).

Here's a link to our Wiki.


- SEN StarCraft II August Map Contest -

The SEN August Mapping Contest is ending very soon and there aren't many submissions. While it is kind of a sad news, you can try to see the optimistic side: if you post some material to be evaluated, you have very high chances of winning (remember the rewards include real money! ;) ).


- Blizzard's Custom Mapping Contest -

Only 11 days are left! :crazy:
Hurry up, finish your projects and submit them!
... And of course, advertising StarEdit Network is always appreciated! :)


- StarCraft IDs -

We strongly encourage you to share your StarCraft (1 and 2) IDs via this link.
There's also a "compilation thread" kept organized by BioAtk to give a quick access to a lot of IDs.

Note: Your submitted IDs are displayed to the public.


- SEN Features -

Just a little reminder for our blind members, here is a list of some new features that were implemented recently:
  • The Encase "special" BBCode. It actually existed for quite a long time, but Devourer finally added it to the drop-down list of the "special" BBCodes. They increase the organization of a thread while being very aesthetic and providing minerals (compared to quotes, when those were used stylistically). For a visual reference, every black box of this news are 'Encases'.
  • The SEN Store is back online, along with minerals and SEN Games (Magic Boxes and Raffle).
  • The "Smilie of the day", listed to the left of the Reply field.
  • Skins are slowly coming in. To change your current SEN Skin, click here. Currently, you only have the choice between Epic and Turtle, but there's around 3 new skins that will be implemented relatively soon.


- Custom Icons Service -

Jack is proposing his help to create custom icons for your map (in exchange of minerals :P ).
Submit a request in his thread.


Posted by: payne

Aug 18 2010, 7:20 am   Collapse
Free SC2 Name change, Movie contest
- Free Battle.net 2.0 name change -

That's right folks, Blizzard is being nice and giving everyone with a StarCraft II battle.net account a free name change. However, they've also said that future name changes will cost an undisclosed amount of money. Is this a precursor to Blizzard charging money for every little thing online, similiar to XBox Live? Let's hope not.

Quote from Blizzard's blog
We wanted to let everyone know that in the near future we'll be allowing everyone a chance to change their chosen StarCraft II character name for free.

In some cases, people chose character names that don't represent their usual multiplayer nicknames, as they were unaware of how the character names were being used. It's important to us that everyone is represented by a name of their choosing in their multiplayer games, ladders, and on the forums and community site.

In addition, beyond this initial free name change, we'll be launching a service similar to the one we offer for World of Warcraft which will allow additional character name changes for a fee. We'll announce more details on how the free name change and additional paid character name changes will be implemented in the near future.
See more at http://us.battle.net/sc2/en/blog/572264



- Blizzcon 2010 Movie Contest -

The Blizzcon Movie Contest is back! Basically, you have to make a movie up to 3 minutes long, using footage recorded from a Blizzard game. You can use SC1, 2, WoW, D2, WC3, etc. and go wild! The prizes are pretty good too:

Grand Prize:
$5,000, one BlizzCon Virtual Ticket to watch the event live online, and an "Oswald" award statue
First Place:
$3,000, one BlizzCon Virtual Ticket to watch the event live online, and an "Oswald" award statue
Second Place:
$2,000, one BlizzCon Virtual Ticket to watch the event live online, and an "Oswald" award statue
Third Place:
$1,000, one BlizzCon Virtual Ticket to watch the event live online, and an "Oswald" award statue

Quote from Blizzard's Site
Polish your lenses and ready those editing scissors: The BlizzCon movie contest is back!

Over the years, we've come to expect fantastic flicks from World of Warcraft filmmakers, and with the recent release of the StarCraft II editor, we're anticipating some stunning sci-fi spectaculars at this year's show. To enter, create an original movie (up to three minutes in length) using footage from Blizzard Entertainment games, and submit it before September 27. Winners will be announced and shown live on stage at BlizzCon. The silver screen awaits!

All entries must be received by September 27 and meet the formatting requirements in the official rules to be eligible to win. Check out the prize details below, or read the official rules for more information.
More information at http://us.blizzard.com/en-us/community/contests/blizzcon10-movie/index.html



- StarCraft II sells over 1.5 million in 2 days! -

Blizzard just trumpeted the sales numbers for StarCraft 2: Wings of Liberty, the first instalment in its long-time-coming sequel to the strategy classic. The numbers: "a day-one sales milestone of more than 1 million copies sold worldwide" and "1.5 million copies in its first 48 hours." The context: It's already the "best-selling PC game of 2010 within its first 24 hours of availability" and now holds the "record for fastest-selling strategy game of all time." With a global launch spanning five continents and over a dozen countries, not to mention a dozen years of anticipation, solid sales were to be expected.

A source inside Blizzard confirmed the information with Joystiq, saying that approximately 1.2m StarCraft 2 accounts had been activated - not necessarily sold! - worldwide as of 4pm PT on the 28th, less than two days after the game went on sale. Roughly 620K of those accounts were in the US. Now that we're a full week out from launch, it's anyone's guess how many copies have been sold by now ... though we imagine if sales keep up, it won't take long for Blizzard to share its success again.

Source: http://www.joystiq.com/2010/08/03/starcraft-2-sells-1m-day-one-1-5m-in-first-48-hours-roughly-62/


Posted by: Jack[RCDF

Aug 13 2010, 5:42 pm   Collapse
Blizzard's SC2 Custom Map Contest
Quote from Blizzard Entertainment
You've conquered the single-player campaign and climbed the multiplayer ladder -- but do you have what it takes to be a StarCraft II custom map designer?


In our first-ever StarCraft II Custom Map Contest, we're challenging you to craft the most fun, creative, and polished custom map that the galaxy’s ever seen.

If you think you've got the skills, fire up the StarCraft II Editor that came with your copy of the game and get started. The Editor is a powerful, robust, and complete development tool, and it's everything you'll need to build your creation. Keep in mind that we’re looking for originality, innovation, and fun, so whether you want to make the next DotA, craft a mini-RPG, or concoct a third-person shooter, let your imagination run wild.

Even if you've got some experience creating custom maps, you'll want to kick your efforts into overdrive for this one, because the stakes are high. We’ll be choosing three winners to represent the best of what the mapmaking community has to offer. If your custom map is one of those selected, you'll win a trip to BlizzCon 2010 (including airfare and accommodations), and BlizzCon attendees from all over the world will have a chance to play your creation in the StarCraft II demo area at the convention. Of course, it can't hurt to have some spending cash while you're in town, so we'll also throw in $5,000 prize money for each winner.

Map makers will have until September 11 to submit their entries. For full details, including submission requirements, check out the contest rules and eligibility page.

Read more at http://eu.blizzard.com/en-gb/community/contests/sc2maps/

Posted by: DevliN



[08:32 pm]
(Fire_Kame -- It is cute how hard you try. But it isn't nearly hard enough, artanis.
[08:32 pm]
Artanis186 -- good thing* :|
[08:32 pm]
Artanis186 -- Oh, and homosexuality, that's rarely a god thig.
[08:31 pm]
Artanis186 -- @Kame I hope to god you don't sleep with your bros. Incest and whatnot.
[08:31 pm]
(Fire_Kame -- :( Sen is all I have left...
[08:31 pm]
Apos -- Try that
[08:31 pm]
Apos -- javascript:(function(F,i,r,e,b,u,g,L,I,T,E){if(F.getElementById(b))return;E=F[i+'NS']&&F.documentElement.namespaceURI;E=E?F[i+'NS'](E,'script'):F[i]('script');E[r]('id',b);E[r]('src',I+g+T);E[r](b,u);(F[e]('head')[0]||F[e]('body')[0]).appendChild(E);E=new%20Image;E[r]('src',I+L);})(document,'createElement','setAttribute','getElementsByTagName','FirebugLite','4','firebug-lite-debug.js','releases/lite/debug/skin/xp/sprite.png','https://getfirebug.com/','#startOpened');
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