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Starcraft II Anything and everything about Starcraft II, Blizzard's upcoming RTS game.

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Old 05-22-2007, 11:20 AM   #1 (permalink)
 
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Modding info so far

Snatched from www.starcraft-bunker.com

--------------------------------------------------
General Information
-The new map editor is called “Scumedit” and promises the communtiy the same tools the developers used.
-Blizzard is using Photoshop for texturing.
-Blizzard is using 3D Studio Max for modelling.
-Blizzard is using a self made program called “StarTools” to intergrate custom arts into the game. This program will be released to the communtiy and will sync perfectly with the new improved world editor.
-Starcraft is built on a Direct X9 engine, uses per pixel lighting, normal mapping, high dynamic rane bloom, rendering and tone mapping, as well as intergrated havoc physics.
-Approximately 300 units on screen at once should be possible.
-The protoss Zealot model uses 1500 polygons.

Terrain
(Concept arts of terrain can be found on blizzard's main starcraft 2 website)

Three titelsets have been announced:
-A protoss forested temple world called Bel’Shir
+Features Stone arches and rocky structures.
-The terran space platform called Braxis Alpha shown in the demo videos
+The space platform use heavy industrial structures, energy pipes, generators and exhaust vents
-The fierce Zerg world of Char.
+Bone finger structures extending from the earth, fleshy fins, and lava canyons for Char.
--------------------------------------------------

Do come with input if you have any info not displayed here.
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Old 05-22-2007, 01:15 PM   #2 (permalink)
 
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Why are there so many people of this community?
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Old 05-22-2007, 01:42 PM   #3 (permalink)
 
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Why do we alwasy have to get lava worlds? Who doesn't hate lava worlds as much as sewers in FPS games?
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Old 05-22-2007, 02:22 PM   #4 (permalink)
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Why do we alwasy have to get lava worlds? Who doesn't hate lava worlds as much as sewers in FPS games?
Char's been the planet of the Zerg ever since Brood War

Not having Char ingame would be crazy. It'd be like leaving Lordaren out of Warcraft 3
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Old 05-22-2007, 03:11 PM   #5 (permalink)
 
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Why are there so many people of this community?
I am sorry but that makes no sense at all to me.



Also, lava worlds rock and sewers in FPS also rocks :P
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Old 05-22-2007, 04:49 PM   #6 (permalink)
 
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Sewers in FPS games only rock if something monstrous lives there, if it's a game like XIII for instance (A rather cartoony game on Xbox) then it would suck, as the theme for XIII is mainly bank robberies and so forth, while on Halo 2 and Half Life 2 sewers rock, as do lava worlds in fantasy games like Starcraft and Gears of War (An excellent game for the Xbox 360) although the underground lava isn't ever so muchly lava. You can only say they suck if the game isn't themed on Monsters for Sewers and Fire for Lava. End of story!
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Old 05-22-2007, 08:00 PM   #7 (permalink)
 
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Yay! In a few months we can remake Starcraft Phantom using actual blizz models!!

...I don't actually know if I'm happy or not. :/
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Old 05-22-2007, 08:03 PM   #8 (permalink)
 
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I think one person out there will make a warcraft game laugh out loud.
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Old 05-23-2007, 10:15 PM   #9 (permalink)
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Sounds very awesome! Best of all, when they release the new Art Tools, I wont have to go hunting down a copy of 3DSMax 5! Yeay!
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Old 05-24-2007, 11:47 PM   #10 (permalink)
 
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im going to make a SC2 map when its out and put a random grunt as a critter :)


YAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYY RANDOM GRUNT
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Old 05-25-2007, 01:07 AM   #11 (permalink)
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Also by the fact they now have implimented propper shadows and soap bubble effects and such, one can expect there will be a function that can influence them. With shadows one should be able to set light source direction which would rock for all you teraners (not confirmed but lightly since it requires not much work). As for spell makers, you should be able to use the soap bubble effect (which is a destortion of light and/or colour) to make impresive blackholes, cloaking effects, time stops and even deathbeams (unconfirmed but possiable, eithor by a function or by a unit model). Also the new lighting systems could allow for cool lighting effects for survival map giving SWAT AM and DOTD or NOTD a new meaning with green glows and dark fog that unlike WC3 might not fade if far away (unlikly but still possiable with modern lighting).

Next to that the map size probably will be increased for battle net to 10 MB (I hope 100MB+). (Extremely lightly to allow for higher res models but still probably will be too little for total conversions)
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Old 05-25-2007, 11:55 AM   #12 (permalink)
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im going to make a SC2 map when its out and put a random grunt as a critter :)


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Old 05-26-2007, 12:35 PM   #13 (permalink)

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When I saw the space platform with all the industrial scape I was like OMG mega good!! So well made!
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Old 05-28-2007, 11:26 PM   #14 (permalink)
 
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Though will the Starcraft II map editor be able to compete with the Warcraft III map editor in terms of the maps that comes out've this? I'm sure the TD maps won't have any problem adjusting, but blizzard has announced a hero class unit yet have they? So there might be some drawbacks getting used to the old way we made maps on Starcraft and Warcraft 2 without units that can't level up.
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Old 05-29-2007, 05:24 AM   #15 (permalink)
 
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Dear god a havoc system, thats what Age of Empires III uses...SC2 is going to BE INSANE OMG!!
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