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SC2 Q&A, Batch 39: Mapper Series

Creator: Mini Moose 2707
Time: May 29 2008, 3:27 pm

Post #21     -BW-Map_God May 30 2008, 2:54 pm

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Sounds pretty awesome :D !
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Post #22     FooFighters[WP] May 30 2008, 9:30 pm

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WooHoo! Lets Party!
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Even though they have those questions up there, i still have my own questions to focus on, like: {i'll go on a forums thing later and post these}
1) Will the editor be able to make square terrain?
2) Will the editor be able to give us text color, and overlapping so that the maps look awesome instead of boring/awesome?
LOL

I love that all the questions they answered loled me to death, i feel like i'm about to :drool: !
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Post #23     SiN May 30 2008, 10:30 pm

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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.
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w00t i made a new sig
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Post #24     O)10badboy01 May 30 2008, 11:18 pm

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-={Original}=-
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how bout making a fps out of it ? if you can do that then i can assure that SC2 will be one of the greatest games that will come out ever!
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Post #25     razorsnail May 31 2008, 5:53 am

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*drool*

So does anyone know for sure if we'll be able to detect unit health? Did they have that in WC3?

Quote from Falkoner
My main question is, what will be the difference between mods and maps in this one? Because I'm assuming that no longer will modding be a thing that you must all have to play together, I think mods will basically be downloadable like maps, like a built-in SCM Loader. So I'm thinking that we'll have to make some sort of line between modding, and mapping.
I hear you. If they made it so that mods could be packaged with maps and downloadable on BNET, that'd save a lot of hassle.

Quote from LoveLess
Yeah, I wanna be able to do with something like C++ or something. Blizzard's own form of script or something.

Me too. This was the second question in Batch 1:

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What type of scripting language is being used? Aspiring map/mod makers would like to know.

StarCraft IIs editor features a proprietary scripting language that is based largely on C with some special parameters specific to the game. Of course, for most users, they will have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the particular details of the scripting language. Well release further information about the world editor as we move forward.
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Post #26     PCFredZ May 31 2008, 11:39 pm

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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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Post #27     Falkoner Jun 1 2008, 10:23 pm

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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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Post #28     Mafia.Mayor Jun 1 2008, 10:53 pm

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The Mayor
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Quote from Falkoner
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.
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. :rolleyes:
My name is Inigo Montoya. You killed my father. Prepare to die.
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Post #29     Brontobyte Jun 1 2008, 11:22 pm

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Quote from Falkoner
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.

What if people leave the lobby? O_O' What if... <.<
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Post #30     Falkoner Jun 1 2008, 11:55 pm

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Bronto, you program for errors like that, obviously if someone leaves the lobby, then another person can take over, or the person with the entire map already can begin to pass it to one person, the torrent system would just make it faster in most cases.
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