Staredit Network > Forums > Staredit Network > Topic: SEN's Questions For Blizzard!
SEN's Questions For Blizzard!
Dec 15 2009, 3:14 am
By: Excalibur  

Dec 15 2009, 3:14 am Excalibur Post #1

The sword and the faith

I sent an email in to Blizzard on SEN's behalf....and we actually got a response. :omfg: 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? :P 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.

Quote from The Document
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? :omfg:




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Dec 15 2009, 3:17 am samsizzle Post #2



Why did they include that silly delay in the trigger cycle?



None.

Dec 15 2009, 3:19 am Centreri Post #3

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.

Dec 15 2009, 3:22 am Jack Post #4

>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."

Dec 15 2009, 3:30 am MadZombie Post #5



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.

Dec 15 2009, 4:49 am UnholyUrine Post #6



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 :D



None.

Dec 15 2009, 4:51 am CecilSunkure Post #7



Quote from samsizzle
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.

Dec 15 2009, 4:54 am samsizzle Post #8



They should've included a set HP action with an add, subtract, set to operator. And not in percents.



None.

Dec 15 2009, 4:56 am CecilSunkure Post #9



Quote from samsizzle
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.



None.

Dec 15 2009, 5:06 am Jack Post #10

>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."

Dec 15 2009, 5:38 am MrrLL Post #11



Quote from MadZombie
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.

Dec 15 2009, 5:46 am ClansAreForGays Post #12



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 -
Quote
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?





Dec 15 2009, 5:50 am Jack Post #13

>be faceless void >mfw I have no face

Quote from name:Merrell
Quote from MadZombie
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."

Dec 15 2009, 6:34 pm Gigins Post #14



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.

Dec 15 2009, 10:44 pm Riney Post #15

Thigh high affectionado

Will SC2 support other things besides models and wave files such as mp3, ogg, (other media), and perhaps even pictures?



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-- Updated as of December 2021 --

Dec 15 2009, 10:49 pm Biophysicist Post #16



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.

Dec 15 2009, 10:58 pm Jack Post #17

>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."

Dec 15 2009, 11:48 pm OlimarandLouie Post #18



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.

Dec 16 2009, 12:37 am l)ark_ssj9kevin Post #19

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"


Dec 16 2009, 12:38 am Echo Post #20



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.

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