Staredit Network > Forums > SC2 General Discussion > Topic: SC2 Map Protection
SC2 Map Protection
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Oct 13 2007, 5:03 pm
By: frazz
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Oct 13 2007, 5:03 pm frazz Post #1



I just started thinking about protection for SC2. I think we can all agree that protection is crucial to the stability of maps in Starcraft. The question is, will Blizzard make a map protection system, or will players have to make their own; and if Blizzard makes a map protection system, will it be unbreakable? Will it only be a matter of time before OSMap 2 comes out?



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Oct 13 2007, 5:44 pm Vi3t-X Post #2



OSMAP 2 I beleive is already out...


Also, Blizzard included a protection device in the original War3 Editor that was packed with the game. So I can assume that they will include the same for starcraft2 or SCUMEdit. Now, people will try to defeat this and such, if Blizzard has full support over their editor (unlike the War3 Editor), they will continually update their editor to allow smooth protection.



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Oct 13 2007, 5:56 pm Excalibur Post #3

The sword and the faith

Even WC3 protection is cracked when needed.

No matter what happens, people who want to open maps will find a way to do it.




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

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Oct 13 2007, 6:13 pm Vi3t-X Post #4



Then we will find a way to lock it. Hell, if Legacy could rule the world of Starcraft, why cant he encrypt starcraft2?



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Oct 13 2007, 6:18 pm AntiSleep Post #5



No, because sc2 has to open it, meaning anyone with a copy of the game has a program with all the algorithms and decryption keys needed to unprotect the map.



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Oct 13 2007, 6:44 pm Excalibur Post #6

The sword and the faith

Quote from Vi3t-X
Then we will find a way to lock it. Hell, if Legacy could rule the world of Starcraft, why cant he encrypt starcraft2?

Your not understanding me.

Even if people go back and fourth with protection/unprotection in words, programs, and actions as theyve done with SC, it will be the same with SC2. Protections will be cracked, reinforced, and then re-cracked. Thats just the way things are going to go. And it will end with the unprotection having the final say, as it has here.




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

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

Oct 13 2007, 10:11 pm Akar Post #7



Protection programs should be unneeded, and so should unprotection programs (unless they have some gosu compression). Maps are maps, it shouldn't matter who made them, just that they are made. No one reads the credits anyway. Besides, you should have the skills to back up whatever you say you can do.



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Oct 13 2007, 11:01 pm Dr. Shotgun Post #8



Quote from AntiSleep
No, because sc2 has to open it, meaning anyone with a copy of the game has a program with all the algorithms and decryption keys needed to unprotect the map.
Seconded.



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Oct 14 2007, 6:03 am frazz Post #9



Quote from Akar
Protection programs should be unneeded, and so should unprotection programs (unless they have some gosu compression). Maps are maps, it shouldn't matter who made them, just that they are made. No one reads the credits anyway. Besides, you should have the skills to back up whatever you say you can do.
You don't get it. Map protection is little about getting credit for your work, it's about preventing noobs from "improving" good maps and then releasing them. If you played UMS a lot, you've probably noticed that there are a lot of duplicate maps out there. X-Men, Crash, Cops and Robbers etc. People take good maps and make them worse, either by rigging them, adding "new game play elements" or whatever. Even worse is when they don't have the decency to rename them. Back when Starship Troopers was popular, I had five maps with identical names. One was good, one had annoying 20 second looped music, one had way too easy game play, one had way too impossible etc. With map protection, this kind of junk was avoided. That is, until OSMap came out (anyone ever played Tarpit Defense 5?).



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Oct 14 2007, 2:31 pm AntiSleep Post #10



If you want a specific version of a map, host it yourself, if someone hosts your map and you start downloading, inform the room that the map is rigged and leave.



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Oct 14 2007, 2:54 pm Demented Shaman Post #11



Quote from frazz
I just started thinking about protection for SC2. I think we can all agree that protection is crucial to the stability of maps in Starcraft.
Wrong, automatic fail. Topic is useless.



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Oct 14 2007, 3:15 pm frazz Post #12



Quote from ClansAreForGays
Quote from frazz
I think we can all agree that protection is crucial to the stability of maps in Starcraft.
lol, nub.
What the heck is this? You're saying I'm "nub" because I think map protection is important? Seriously, at least explain yourself.



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Oct 14 2007, 5:45 pm JordanN Post #13



Quote from AntiSleep
If you want a specific version of a map, host it yourself, if someone hosts your map and you start downloading, inform the room that the map is rigged and leave.

I dont think that will be possible after the host bans the original map maker. Thus people would just keep the making versions anyway.



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Oct 17 2007, 3:40 pm ClansAreForGays Post #14



Quote from frazz
Quote from ClansAreForGays
Quote from frazz
I think we can all agree that protection is crucial to the stability of maps in Starcraft.
lol, nub.
What the heck is this? You're saying I'm "nub" because I think map protection is important? Seriously, at least explain yourself.
The way I put it was flame bait, and for that I was wrong.
I was pointing out the spot where you declared and assumed that everyone here agrees map protection is required for maps to be stable in Starcraft. It would have been nice if you could have backed that up at all, instead of just making it a universal rule.




Oct 17 2007, 6:46 pm Twitch Post #15



I see no reason for protection in sc2 even though it will happen :(.I only see a reason for compression its the only useful thing.Anyways its going to happen so yeah be ready for more protection vs unprotection.Then more open source talk.



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Oct 17 2007, 6:46 pm elysium.kliu Post #16



there only needs to be like a rudimentary protection to keep anyone who wants to casually change a map from doing so because protection can always be broken because SCII still has to be able to decipher it



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Oct 18 2007, 12:25 am SteamBoy Post #17



Yha on my bluebound somebody loop'd a .wav file. Lol I was like wtf.. but they still left my name on it so o wellz haha.

and for unprotecting and protecting.

7 years ago I learned how to make maps. By making map's I opened someone's map such as " South Park " the one where you were like in an jungle arena and find weapons. I then made the Same South Park map to understand the trigger work. and Thats how I learned. I did not realase that version that I made because well it was exactly the same haha. so that made me better understand location, conditions and actions.

Then Bounds came along, when You would look in the Game Channel and see millions of bounds being play'd haha goodtimes~

I then started making alot of bounds this helped me with actions and coditions very well.

So for me when I was first starting out to look at someones map was to learn from it not jack it.

But for newbs who think they can change someone else's game by adding rigged unit's different combiniations of stuff. I think is stupid. If they want to do that, they could atleast make thier own instead of working off of someone else's.

I only recommend opening someone else's map to learn not to make it your own.


---- ---
and for sc2 I hope they do not, so I can figure it out on someone else's map how trigger's work then probably on staredit.net we can give tutoriels.

and if it does come with protection I think us map maker's who get sc2 should write a sc2 map making trigger definitons and combinations. so newb's do not have to look in other maps they could just look for the tutoriels. but that would take probably 500 pages due to several different things you can do with triggers and some are not discovered yet.



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Oct 18 2007, 1:25 am Laser Dude Post #18



Quote from SteamBoy
and if it does come with protection I think us map maker's who get sc2 should write a sc2 map making trigger definitons and combinations. so newb's do not have to look in other maps they could just look for the tutoriels. but that would take probably 500 pages due to several different things you can do with triggers and some are not discovered yet.

You don't know how map making or programming works. You can't "Have a book with the solution to every programming problem", because programming, or mapping, is about solving problems, and there are infinity different problems that people could come across.



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Oct 18 2007, 2:44 am frazz Post #19



Quote from Laser Dude
Quote from SteamBoy
and if it does come with protection I think us map maker's who get sc2 should write a sc2 map making trigger definitons and combinations. so newb's do not have to look in other maps they could just look for the tutoriels. but that would take probably 500 pages due to several different things you can do with triggers and some are not discovered yet.

You don't know how map making or programming works. You can't "Have a book with the solution to every programming problem", because programming, or mapping, is about solving problems, and there are infinity different problems that people could come across.
LD, I'm afraid you're making a poor analogy. Pretty much the entirety of triggers was at a time compiled right here on SEN. Between all the tutorials you can pretty much figure out how to anything.(pretty much) You can write a book about programming from which you can glean the information to do anything.

@SB This has already been done right here on SEN. I suspect it will be done for SC2 as well, given enough time.



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Oct 26 2007, 1:38 am Laser Dude Post #20



Quote from frazz
Quote from Laser Dude
Quote from SteamBoy
and if it does come with protection I think us map maker's who get sc2 should write a sc2 map making trigger definitons and combinations. so newb's do not have to look in other maps they could just look for the tutoriels. but that would take probably 500 pages due to several different things you can do with triggers and some are not discovered yet.

You don't know how map making or programming works. You can't "Have a book with the solution to every programming problem", because programming, or mapping, is about solving problems, and there are infinity different problems that people could come across.
LD, I'm afraid you're making a poor analogy. Pretty much the entirety of triggers was at a time compiled right here on SEN. Between all the tutorials you can pretty much figure out how to anything.(pretty much) You can write a book about programming from which you can glean the information to do anything.

I think you're wrong. I can prove that SEN never has had the solution to every single problem, nor have all the Starcraft map-making sites on the internet put together haven't. Why? Because I've solved numerous problems of my own accord. Changing Mined Minerals, Flexible Random Spawning, PvP Gunner Systems. I've seen and worked on all of the above. Do you ever find a well written wiki article on something this specific? No. Not unless someone encounters the problem before you. And there are always more problems to solve.

EDIT: OK, maybe I can't prove it, because I don't have a copy of SEN's old tutorials, nor do I have the tutorials from every map making site on the web. But I can garuntee you some of this stuff has never been documented.



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