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you're the man now dawg
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to answer your first question, they said that all terrain is completely customizable, even to the point where you can make it transparent and blend others together. I dont know if you can use the type of index that scm draft has though.
I cant wait to play with this editor. Sounds really fun. ![]() ![]() ![]() ![]() ![]() ![]() w00t i made a new sig |
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Not enough minerals.
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File size for a mod/map mix may be quite a problem though. Today whenever I go to play UMS on B.net, I rarely enter a game in which I don't have to download a new map. With a typical DSL or cable modem connection, upload speed for the host is often the most limiting factor in wait time before a game starts. If some maps for SC1 are already running into MBs in magnitude, think how big they'll end up for SC2. Blizzard should definitely implement a system (e.g. hash) to ensure that users don't have to re-download the same mod-map package over and over again -- and even this may not help prevent super slow game lobby waiting periods.
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Taking StarCraft Map Making to the Limit!
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I think that what Blizzard must do is one, not throttle our connection speeds, because even if it would take a bit of time to transfer a large file peer-to-peer, Battle.net takes much longer to do so than it needs to. I also think that they should implement a torrent-like system where if multiple people have the map and one person is trying to download it, they can receive it from more than one player, and that would also allow the host to give half the map to one player, half the map to the other, and then help both get eachother's halves.
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The Mayor
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Yea, I think I've heard that Battle.net for Starcraft is inefficient, or at least by now outdated. I'm sure that Blizzard will have some improved system for SC2. It's not like SC2 is going to use the same code or whatever for online connections and I think it's unnecessary to worry about that.
![]() ![]() ![]() ![]() ![]() ![]() My name is Inigo Montoya. You killed my father. Prepare to die.
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