That has changed to a more classic WC3 style where now any map will get players as long as someone is willing to create a lobby for it and stay in the lobby until full house.Also, not really related to the editor itself, but mentioned by the second poster - the biggest downside of modding in SC2 is the arcade system is just set up awfully and the only maps that get exposure are pretty much the first maps to gain popularity.
That has changed to a more classic WC3 style where now any map will get players as long as someone is willing to create a lobby for it and stay in the lobby until full house.
You just need to be patient. I played a lot of new maps and most have a full house.it's nearly impossible to find players to test a new map, if i wouldn't have such a great clan i couldn't test any of my map ideas. waiting hours, one is joining, waits 30 secs leaving, another one joins and leaves and so on and on
You kind of contradicted yourself...the 2nd part is just not true.
it's nearly impossible to find players to test a new map, if i wouldn't have such a great clan i couldn't test any of my map ideas. waiting hours, one is joining, waits 30 secs leaving, another one joins and leaves and so on and on
Actually you will be surprised that there are the odd new comer here and there. As long as you provide something different and not "generic AoS", "generic Guess Who", "generic Arena" or "special forces rehash #" you have a good chance at becoming popular.it feels like the maps on top ten are the top ten 3 years ago.
It crashes occasionally for me, not really a problem as it saves considerably faster than WorldEdit does. If it crashes more then you likely have an overheating problem.and one more downside of sc2 editor, after 3 years of patching this damn editor still regulary crashes which pisses me off hard, for luck you can load the EditorTestMap autosave
Slowness? It seems pretty fast to me. Only time it is slow is when first opening windows or changing data views to sounds/actors with campaign dependencies on.oh and i didn't mention the slowness of the editor yet
Slowness? It seems pretty fast to me. Only time it is slow is when first opening windows or changing data views to sounds/actors with campaign dependencies on.
i remember the old days of wc3 where their were LOAP maps with strip-clubs and drug-dealers and you could get high on cocaine in your apartment. Can you do anything like that in SC2?
you wonder why you don't see any sc2 LOAP maps? ya cause its so strict ... so all the nazi censorship does matter...
btw you misspelled 'hear' as 'here'
Because the editor is beyond the limited intellect of the people who made LoaPs in WC3. I never did find a good Loap, the closest was Resident Evil where the maker put effort into trying to balance things.you wonder why you don't see any sc2 LOAP maps?
What does this have to do with anything?btw you misspelled 'hear' as 'here'
99.9% of them were. No balance, no gameplay, and horribly boring and time wasting. Like I said, LoaP Resident Evil was about the best ones as the map maker bothered to at least try and give some gameplay and balance to it. The very fact that drugs were represented as tomes is evidence by itself.so LOAP is retarded?
Could he elaborate? Trouble as in poor performance? Trouble as in breaks? Trouble as in messed up results?FockeWulf said SC2's pathfinding has trouble in larger than 256x256 maps
Incorrect, the map size limit is larger than 10MB. I know for a fact Undead Assault 3 has a file size >10 MB.In addition, every account can upload only a set size of maps so unlike WC3, once you reach that 10 Mb limit, you gotta start asking ppl to upload your maps. But again, that's one of the cons of Bnet 2.0.
From my experimentation, a map larger than 256x256 takes 4 bytes into consideration (or 6), turning the hexadecimals from taking the second and fifth byte to second, third, fifth and sixth (00 01 00 00 01 00). However, I doubt this has major impact on performance with pathfinding.Could he elaborate? Trouble as in poor performance? Trouble as in breaks? Trouble as in messed up results?
I hope this doesnt count as a necropost, though this subforum doesnt seem to get much activity anyway.
Being a bit rusty with wc3 at the moment but i dare to say that im more proficient with it than most of the thw's population. The thing is, as said before WC3 has its limitations and some 'hardcoded' this that are impossible or extremely hard to change. But such limitations only affect you when you really want to make something specific. For example, you want to make a map with turn based combat like in XCOM, you'll find those limitations very quickly. The one I personally hate the most is the inability to modify default UI.
I adore SC2 for that, mostly because wc3 had UI assets designed for 4:3 screens which these days you can only see on office PCs and iPad (not thatthey are relevant in any way). Wc3 interface when scaledup on a wisescreen is a disaster, because it takes up ~50% of the sreen, leaving you with a horizontal stripe as if you were wearing a knights helmet.
Ofcourse, the GUI while easy to use, is quite 'dirty' in a way that it makes a mess with mem leaks. But then again its easier than learning some obscure programming language which's syntax doesnt make sense half of the time.
SC2 is 'slower' in a way that its interface is such a clusterfuck you usually spend more time trying to figure out what to do next instead of actually doing something. But I do not deny it, SC2's versatility and expanded capabilities blow WC3 out of the water.
You can take Android vs iOS comparison as a good paralel to SC2 and WC3.
SC2 being similar to android in this case, has the adaptability and bluntly said, is capable of more. On the other hand iOS is somewhat limited but more refined and user friendly.
So in the end, the choice is up to you. Sc2 modding community as seen in this forum is quite young and inexpirienced so you cant expect as good support as WC3 has. While far from dead, WC3 wont get significant popularity spikes unless blizzard gets hit by nostalgia and make WC3 completely free, which is as likely as snow in july (actually even less likely than that).
Unfortunately WC4 wont show up any time soon but there were rumours of it using the SC2 engine (not sure how trustworthy that information is). So if you want to go with SC2, do try out WC3 first, mostly just to get the hang of how it works, since both editors are similar save some obnoxious ui decisions in Sc2 which might make it significantly harder for a newbie.
Unless you want to do something that cant be done in WC3. xDSo discussion ends here... sc2 editor is better than wc3 editor if you like sc2 editor but wc3 editor is better than sc2 editor if you like wc3 editor...
You forgot that StarCraft II has a far superior pathfinding system. In Warcraft III you could order 400 Zerglings to move from A to B and they would struggle to move there and be forced to move one at a time. In StarCraft II all of them would begin moving instantly and would have no problem moving at maximum movement speed.
StarCraft II also has a fully customizable interface. Think the mini-map is too small? Make it bigger! Miss the portrait model being left of unit stats like in WC3? Move it there! Warcraft III did not let you do anything like that.
400 Zerglings spread over a wide area is not that bad. It is when you have 400 large units pushing into each other all the time that you have performance problems.But if you have 400 zerglings on the map in SC2, only .5% of the population will be able to run said map above 1 FPS
StarCraft II also has a fully customizable interface. Think the mini-map is too small? Make it bigger! Miss the portrait model being left of unit stats like in WC3? Move it there! Warcraft III did not let you do anything like that.
WINDOWS XP; 400Mhz Pentium II or equivalent • 128 MB of RAM • 8MB 3D video card(TNT, i910, Voodoo 3, Rage 128 equivalent or better) with DirectX 8.1 support • 550MB HD Space (In addition to your Warcraft III: Reign of Chaos installation) • 4x CD-ROM drive
Most custom maps need 2-4 times those specs to even consider performing well.Just look at the specs required for wc3:
No maps cannot be 100 MB, read the documentation. They instead depend on mods for the assets and these are downloaded once and can be used in many maps. Good luck doing that in WC3.Also the size of custom maps in sc2 is horrifying, some maps can be even >100MB. I have 2mbps connection, wc3's 8MB limit is great for me.
Because companies would use it for free advertisement space like they ended up doing in WC3. Seeing 90% of games on battlenet being "10$ HOST ROBOT" really annoyed me.why cant you name your own lobby -_-
Dr Super Good said:No maps cannot be 100 MB, read the documentation. They instead depend on mods for the assets and these are downloaded once and can be used in many maps. Good luck doing that in WC3.
Sure, it's called local files and one giant directory. Blizzard sadly made a mistake by not having it on by default though.
Yeah, sadly, nobody wants to waste their time setting up 100MB sized folders just to play a map.Sure, it's called local files and one giant directory. Blizzard sadly made a mistake by not having it on by default though.
Yeah, sadly, nobody wants to waste their time setting up 100MB sized folders just to play a map.
In SC2's case, the mods are used by many maps.
So let me get this straight. Something that needs a registry modification, a third party installer and still will probably cause people to fall out of synchronization in multiplayer is superior to something where it is downloaded automatically and just works? Sorry please explain the logic behind that.Sure, it's called local files and one giant directory. Blizzard sadly made a mistake by not having it on by default though.
So let me get this straight. Something that needs a registry modification, a third party installer and still will probably cause people to fall out of synchronization in multiplayer is superior to something where it is downloaded automatically and just works? Sorry please explain the logic behind that.
It will if any destructible use custom models and are walkable. And will certainly be unplayable if all custom models appear as nothing and cannot be targeted. Yes so it is like 100 times worse.Nope it won't cause people to fall out of synchronization. Nah it's mostly on par.
You could still experience the campaign with those specsMost custom maps need 2-4 times those specs to even consider performing well.
That's funny, I bet my **** I've seen over 100MB download in sc2 one day...No maps cannot be 100 MB, read the documentation. They instead depend on mods for the assets and these are downloaded once and can be used in many maps. Good luck doing that in WC3.
You sure host bots could be used? Also Blizzard has the feature which kicks out afkers off the lobby.Because companies would use it for free advertisement space like they ended up doing in WC3. Seeing 90% of games on battlenet being "10$ HOST ROBOT" really annoyed me.
That's funny, I bet my **** I've seen over 100MB download in sc2 one day...
Yes exactly. In SC2 I can join a map, have the dependencies fetched for me automatically and then play immediately after the download is done. In WC3 I need to be kicked from the game, search the internet for the dependencies, run an installer which might be malicious and install malware at the same time and then find a new session of the map to join while hoping it all works. See how much easier to use SC2 is?That's why you don't let the players play until they run the installer...
It has much better response than WC3 with highly responsive user input (people have made working FPS maps and I can play them on the American server from Europe). SC2 has no leaks as far as I can tell, it will only leak if you do something logically very stupid (let orphaned actors live indefinitely). SC2 is nowhere near as buggy as WC3, where as I can write an entire book on WC3 bugs SC2 only has a few non-critical ones and almost all do not cause a fatal error unlike WC3.laggy/leaky as well buggy game.
As I stated, they depend on mobs for assets which total over 100MB. The actual map file should only be around 5-10MB at most. The advantage of this is the map can be update for only 5-10MB download while possibly 100-1,000 MB of assets used do not need to be re-downloaded as the mods that contain them were not changed. Additionally that 100-1,000 MB of assets can be used by any number of maps if it was made public so you will not need to re-download it.That's funny, I bet my **** I've seen over 100MB download in sc2 one day...
Yes but a robot can easily trick it. There is absolutely no reason to name a session lobby anything other than the map name.Also Blizzard has the feature which kicks out afkers off the lobby.
So? You tried playing WC3 with 4 AI recently? Put yourself on an island so they cannot reach you and watch how in WC3 the game stalls every second for several frames as the AI desperately and repeatedly tries to reach you.Also, some user feedback regarding sc2 optimization which I talked about;
So that was the reason.. I was making a melee map with islands last year and it lagged like hell until I used whosyourdaddy and annihilated the enemy base. (well nearly)So? You tried playing WC3 with 4 AI recently? Put yourself on an island so they cannot reach you and watch how in WC3 the game stalls every second for several frames as the AI desperately and repeatedly tries to reach you.
where as I can write an entire book on WC3 bugs
I have done so in the past already.(or at least make a big post )
I am only able to find this post. Would appreciate more .I have done so in the past already.