I sent an email in to Blizzard on SEN's behalf....and we actually got a response.
They sent us a couple of documents to fill out and one of them wanted us to answer some questions...
Well, certainly Moose and I aren't the only people here right?
They gave us Feedback Concerns and Top 5 Fan Site Questions, the former Moose and I aren't sure about, the latter can probably be about anything. Since these are the community/site's questions, not just ours, it seems only fitting we make a nice little topic about it.
Top 5 Feedback Concerns:
1. Summarized Title – Detailed description about the summarized concern
2. Summarized Title – Detailed description about the summarized concern
3. Summarized Title – Detailed description about the summarized concern
4. Summarized Title – Detailed description about the summarized concern
5. Summarized Title – Detailed description about the summarized concern
Top 5 Fan Site Questions from your Site:
1. Summarized Community Question
2. Summarized Community Question
3. Summarized Community Question
4. Summarized Community Question
5. Summarized Community Question
So, lets get cracking SEN. We now have Blizzard's attention. What do we say?
Why did they include that silly delay in the trigger cycle?
None.
Relatively ancient and inactive
Will Blizzard create templates, to allow us to apply the same ability/stat/trigger changes to the template with which we can then load, for example, melee maps, to fully emulate SC modding?
None.
>be faceless void >mfw I have no face
1. Will 3rd party 'bot' programs be legal for battle.net 2.0, and if not, will Blizzard provide an alternative?
2. Will SCUMEdit support major formats such as Collada, 3DS, and .blend?
3. As already shown, Third Person Shooters will be easy to implement. Will it be as easy to make FPS (First Person Shooter) maps?
4. If there is any, what is the maximum amount of players in one game at a time?
5. Can units be easily scaled, so that a 256x256 map can be essentially as large as you like?
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Sorry, but my I know my post might not be at the quality of others but:
After seeing screenshots of a player controlled unit being 'underground' with a floor, walls, and a ceiling. How will and how big is the Z-axis? 256?
:S
None.
I know they've already said they won't have over 8 players for melee ..
But is it possible to have 12 or even More Human Players for UMS?
..
Also, what type of programming will there be for triggers? There will probably be a new, more robust system, but would they include the old system (limited as it may be) so map makers can use that at first, then transition to the more robust triggering system?
Also, Thor was originally built by an SCV.. now it pops out of a factory.. Will we be able to let builders build units (or in drone's case, build
into units?) ...
Lastly, just a reassurance, probably shouldn't waste a question slot for this... all the previous spells and experiments will still be there in the map editor right?
k, thnx
None.
Why did they include that silly delay in the trigger cycle?
THIS
I also don't like not being able to detect unit hp! What is with that!?
None.
They should've included a set HP action with an add, subtract, set to operator. And not in percents.
None.
They should've included a set HP action with an add, subtract, set to operator. And not in percents.
And multiply//divide operators for everything that has addition//subtraction.
And a modulo operator condition.
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>be faceless void >mfw I have no face
Because SC2 uses a scripting language, (as well as something like classic trigedit, I assume, for beginners) addition, subtraction, etc. will be simple. If WC3 has HP detection, SC2 will.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Sorry, but my I know my post might not be at the quality of others but:
After seeing screenshots of a player controlled unit being 'underground' with a floor, walls, and a ceiling. How will and how big is the Z-axis? 256?
:S
You are asking that question as if you are relating 256 to the number of "tiles" as in SC I. SC I is a 2D game, and we're talking about a 3D game here. The units won't match up. It's a completely different engine.
None.
I'd like to vote on what questions get selected. Some are good, like zany's, while others would be a waste of a question, like -
Also, what type of programming will there be for triggers? There will probably be a new, more robust system, but would they include the old system (limited as it may be) so map makers can use that at first, then transition to the more robust triggering system?
>be faceless void >mfw I have no face
Sorry, but my I know my post might not be at the quality of others but:
After seeing screenshots of a player controlled unit being 'underground' with a floor, walls, and a ceiling. How will and how big is the Z-axis? 256?
:S
You are asking that question as if you are relating 256 to the number of "tiles" as in SC I. SC I is a 2D game, and we're talking about a 3D game here. The units won't match up. It's a completely different engine.
Blizzard has stated that the x and y limits of maps will be 256x256, so I'm guessing that means, compared to the units, the map max size will be like a 256x256 map is in SC BW. So MZ's question is still valid. But my question about scalability makes the Z size irrelevant, if scaling works, as, if the Z size isn't big enough for you, you just scale the units and terrain down until it's high enough.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
If Staredit is going to be anything like current one, please add an {add, subtract, set to} "kills of
unit" action in the trigger editor. Too much trouble with
perfect kill counting systems.
None.
Will SC2 support other things besides models and wave files such as mp3, ogg, (other media), and perhaps even pictures?
.riney on Discord.
Riney on Steam (
Steam)
@RineyCat on Twitter
Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.
In SC1 modding, there is a technique called "plugins", where you inject custom C++ code into the game. Will this be possible in SC2 mapping/modding?
None.
>be faceless void >mfw I have no face
Mp3s were supported in WC3, so at LEAST MP3 will be supported. As for images, you can just make a plane and texture it with the image.
TZ, it'll use a fairly powerful scripting language, so C++ won't be necessary for most things, but I doubt Blizzard will allow custom C++ in normal bnet/SC2, as it would allow viruses and malware.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
How many of SC1's units will be available in the editor? It would be real awesome to see a new and improved Dark Archon.
None.
Just here for the activity... well not really
Is the editor open source?
guy lifting weight (animated smiley):
O-IC
OI-C
"Oh, I see it"
I don't play bound maps, but I'm interested in asking this question.
Bounding has been a huge part of Starcraft and is still one of the different many maps being played on Starcraft today. In Starcraft 2, will we be able to have the same bounding experience as we did in Starcraft original?
I'm pretty sure they don't know what bounding is, so if we did pick this question, we would have to explain how it is a fast paced type of map where we have to dodge obstacles quickly.
None.