- Joined
- May 20, 2007
- Messages
- 3,283
Got it !
But I won't play it ...
But I won't play it ...
Got it !
But I won't play it ...
i didnt get a copy of WoW D:![]()
Strange... I tough they gave those to all testers...
And I thought people had figured that this isn't correct quite some time ago.
Not a single friend I knew who was in the sc2beta got wow actually.
But as far as I know most of them got the keys from giveaways and such. And a few already had wow.. No idea if this is related to it somehow.
We are not even sure if this is related to the beta at all. It could have to do with pre-ordering or something.. Maybe a specific beta phase? It could be anything really..
Sounds like we should e-mail them directly.(...)
I'd also be interested in hearing any feedback you may have about StarCraft II: what was fun, what we could make better, etc. So if you have any thoughts, please send them along to [email protected]
(...)
First of all, you don't get it if you already have or even had WoW in the past.
And secondly, I think we found out it's for people who bought the game early(about a month since release).
Things the Editor Needs:
Doodad:
Organize the doodads as follows:
Terran(anything that looks potentially human)
destroyed
Structure (anything big, or combined models)
Props (anything small we can add anywhere to make our own structures with...
undestroyed
Structures
Props
Protoss (anything that looks like it could be protoss, this includes xel naga stuff...)
destroyed(runins n stuff)
structures
Props
Undestroyed
structures
Props
Zerg (this would be anything semi-organic that looks zerg like )
structures (anything large and squishy, probably any infested building models)
props (anything organicish that looks squish,
Misc
natural
animal/bones
plants
rocks/minerals
emitters
light
sight blockers(only really needs maybe 8 doodads)
No-see(Ground-directional): the dood will be an an editor only box, with arrow facing a specific angle), anything on the
No-See(ground):
No-see (Air-directional):
no-see(air):
UberSplats
Inteligent Design: (anything that looks like terrain or protoss could have made it)
Organic: anything made by zerg, plants, or blood ect, or otherwise naturally occuring
1. sticky movement option (doodads will only move in 8 directions, based on the current FACING of the selected doodad, thus allowing for easily aligning doodads on X/Y axis, Z axis align would be nice aswell, (maybe give 2 Z's global Z hight, and terrain based Z hight)
2. Ignore All placement Reqs (a mode/hotkey to force all doodads to ignore placement rules, including newly created)
3. Brigthen, i see you still cant make a doodad lighter than its default.., maybe instead of setting 255,255,255 as the default, maybe 127 could be 'normal' color, making 255/0/0 pure red(the texture wouldnt show through at all)
give an 'options' button (beside the doodads model)when placing doodads of a type, when pressed a window with all possible variations(in checkbox's,and a random checked variation is selected each time a new doodad of that type is placed), default custom color, default facing (1-360 would default to face that way -1 would give random angle, default min random scale xyz, default max random scale, xyz, default hight
We need more basic doodads, and less 'batch' doodads... its ok to see the same light post 20 times, but its not ok to see the same building 20 times...
here is a list of all the basic doodads i can think of, that i havnt seen in the current doodads list.., especially if u wana see more good fps maps...(being so close makes them especially vulnerable to players getting visually bored...
every doodad aslong as atleast 1 of them is in the map, should have its name underlined (or something of the sort)
also its kinda easy to loose which doodad your on when placing (especially if u havnt narrowed the results with a search)
Terrain:
1. Texture Planes: flat 'planes' that are essentially 5 movable points, (the 4 corners and the center), the plane would then stretch to the position(if possible not stretching the texture to much) of all 5 points, they would also be able to use every ground/cliff texture, and if possible ANY texture, or piece of texture the user chooses
2. completely vertical terrain, i dont want no 85 degree angles, 89 might be acceptable
3. snap to doodad: if possible the ability to snap a piece of terrain to a particular part of a doodad (hold a certain key, click a specific part of the doodad, and the terrain below it matches its hight, without raising the doodad itself (the nearest single square terrain unit),
4.sticky movement: same as for doodads, except locked at 0/45/90/ect
5. get rid of the spinny selection circle, replace with a solid line (or atleast put a solid line, with the spiny line over it...
allow for more cliff hights than 4...., we need atleast 8, and make them more uniform, except maybe the lowest, and the highest, which can be extreeme, also decrease the distance of cliff hight significantly (maybe 1/2-2/3 as tall as the default, to 1 level up hight is)
Pathing:
the pathing editor is a start.. but its kinda anoying i think sticking to squares might be better than the triangles...., also the pathing shape that is going to be added should be displayed on mousover (maybe in a semi-clear hue)
also more pathing options:
no-fly: not just the current 'no fly zone' it should really be part of the regular pathing editor, and be mapable
no-ground: stops all ground based movement
no-build: stops the building or landing of structures on it..
no-drive: stops anything that has wheels from moving over it
Clear-Path: removes all pathing from a point (if used on cliffs, they become walkable.., if used on doodads it overwrites their pathing maps (not the maps of units/buildings however))
Climb-only: allows only units able to climb atleast 1 cliff level to pass over this terrain
Climb-only 2: allows only units who can climb 2 or more cliff levels to pass...
Slow-ground(-30%), slow-ground(-50%): Slows anything that is currently walking on ground by whatever %
drive-slow (-30%), drive-slow (-50%), Drive- fast (+40%): increases or decreases drive speed by whatever %, on anything that has wheels.
Extend-range(5%,10%,20%,30%,50%, 100%,): allows anyone on this pathing to have an attack, and sight range bonus against anyone on reduce-range pathing ONLY.
Reduce-range(0%.10%,50%,90%): reduces the range of anyone on it against units on extend range pathing, and reducing range, with the following formula: (oldrange/(1+(extendedrange%/100))*(1-(reducerange%/100))= new units range, but ONLY vs units on extend-range pathing.
also every one of these should be combinable if the person paints both over a the same point it would be affected by both..
I kinda like played only the Wow whole this time... though now I came back to playing Starcraft 2, again, after seeing that Cortex RP map that I made terrain for is the most bookmarked Cortex map on EU... actually I was not addicted, I just wanted to try us much of WoW as I can, since I'm not going to pay for it... but when they'll make WoW free (Oh yeah, it will happen, they announced it will), I'll come back. And I'll buy all of the expansions... well at least the Crusade and Wotlk...
They already stated that. Oh, and they're gonna start with Chinese and Russian servers...
You know, I'm pretty sure they'll do it only after some seriously rival, maybe Guild Wars 2 or something like that, will get released.
You're right, I can imagine what popularity BOOM this action will generate !
Diablo 3 will probably be thrown into retail while WoW becomes free of charge.
That would make sense, right ?
What the hell...?
How did that discussion end up in this thread? :/
lol if you dont play it because of the subscribtion then you must be very poor.
Ever heard about Eastern Europe?
(...)
As for StarCraft II: Wings of Liberty, participating in the BETA phase was decisive for me to buy it, since I never liked futuristic scientific fiction until I played StarCraft -- I've always been the medieval&magic type. But I also bought it because of the campaign; I had seen screenshots of it and the armory system it used was very clever and -- my favorite characteristic of a game -- original! Aside from your Warcraft III, I haven't actively both played and modified any game, so excuse my misunderstanding if the armory system isn't new.The story was awesome, it's interesting how you can jump from different story lines, interacting and finding out more about partial characters, like Tosh and Ariel. It's also amazing how you actually feel like you're in Raynor's shoes, I don't know if it's the character itself or the player's role as a decision maker, but you end up creating a tight bond with Raynor, and that is one of the reasons that took me to replay the campaign, to experiment that unique, invisible unison.
The music of the game is also quite well made. In spite of a few people claiming it sounds too World of Warcraft, I really enjoy this soundtrack, particularly that of the Protoss, especially the very first track! The only thing I dislike about this music, and forgive me for the eventual ambiguousness the words -- I know little to nothing of music --, are the "dead spots" of the tracks, I'm not sure how to explain, but, for example, the first Protoss track from StarCraft 1 flows nicely, I enjoy listening to the entirety of the song, but in the game's sequel, it's very common for the tracks to become sort of... dead, and play melodies that are not particularly pleasing to listen to until a better part of the song kicks off. Right off my head is "ProtossSC2-05.ogg", the fifth track: the part of the song that plays after 3 minutes and lasts about 30 seconds is very agreeable to listen to, but the same doesn't apply to the preceding or subsequent sequences.As for the Zerg tracks, I honestly preferred if it had stuck to the first six of the BETA, because the three others that were added in the retail version of the game are, quite frankly, somewhat displeasing, especially the seventh track, "ZergSC2-07", there's this weird screech which makes me turn the sound off every time the track plays. All in all, and although those first six tracks are good, I'm tempted to say that the Zerg music from StarCraft 1 fits better.
Another thing that I almost forgot: the decals! They're absolutely awesome, the concept is great! My only complaint is that they're not too noticeable, specially on Zerg (and Protoss to some extent).
About Battle.Net 2.0, I believe the popularity system will do great in filtering bad maps, but it'll also filter out a lot of good maps that, either because of the time they take or just the complicated gameplay (people have no patience for learning nowadays) will go unnoticed.Also, I have not quite understood how mod submission works; you've provided a few of your mods for use on our maps, like that of "Left 2 Die", but can players also upload mods usable by other players? Or will you take possession of good mods to make them available for everyone on Battle.Net while freeing space in the upload quota of the original submitter?I have a complaint to make about the match team composing system -- I've inclusively stated a few times that it is downright evil. It composes teams of people with under 100 wins and matches them against teams of people with 500 wins, sometimes more. They may have an even number of wins and defeats, but people with more games imply more experience, and they should be distributed by that parameter instead of league or win/loss count to prevent having, say, team A composed of people who've played 100 games, against team B of people with 2 or more people with their Brood Lord portrait, which means they've won at least 500 games.Finally, I feel like large team games (4vs4 mainly) are somewhat screwed up, mainly because of the maps. The majority of the maps, "Megaton" for example, favor turtling and teching way too much. It's got to be the most annoying thing for a game to be going well and suddenly get screwed by someone's fleet of over 10 Carriers, massed in some corner of the map. I'd prefer if maps were more like "Frontier" (a 3v3 map), in which only a single expansion is safeguarded, forcing people to risk coming out to play, and lone bases with decent distances in-between them, which means you're not attacking 4 players every time you decide to attack a base.
Concerning StarCraft II Editor, great job at expanding its limits beyond those of World Editor from Warcraft III! However, there were quite a few things that left me somewhat annoyed about it.→ First, the editor seems overall a little disorganized, I've felt that with Actors and Effects somewhat.I didn't check out the Trigger Editor, so I can't say anything about it yet, though as long as there are no buggy code functions [my apologies, but I just couldn't stop myself from mentioning that Warcraft III's DestroyTrigger() does not work properly in the current game version], and as long as all the Wc3 functions are there, I'm content!
→ Second, the lack of help tips for all the fields; this aspect was particularly decisive in halting my progress on learning this new editor. I don't know how the development of an editor is run, but these help tips should definitely be added as the editor is made. There are dozens of fields which have no help tip, and a few of the help tips which do exist are somewhat confusing and ambiguous. This contributes to make the editor, already not easy to grasp because of its somewhat professional level, even more newbie unfriendly.
→ Third, did the maps and their dimensions have to be so small and so restricted? I have heard that the "multiplayer campaign" feature is now available, but this does not solve the problem for RolePlay (RP) maps (NOT RPG, attention) and maps like "Azeroth Wars Strategy" [in this map, you controlled one of the factions in conflict at the time of the Third War in Warcraft lore, and you waged war over the entire world of Azeroth], which require you to have attention to everything that's happening around the map, so it's impossible to have that attention divided through several scenarios -- if Blizzard has checked out this kind of maps [the most popular representatives of RP being Demise of the Brotherhood Roleplay ("DoBRP"), Curse of the Magi Roleplay ("CotMRP") and Secrets of the Depth Roleplay ("SotDRP")], I'm sure you'll understand why. This is a critical point since maps of this style were two of my favorites and they're highly compromised right now.
→ Fourth, in games as old as Age of Mythology (2001), we're allowed to use all the terrain textures available in the game while working on the editor. In Warcraft III, we could utilize a set amount depending on the map's size, but fan-made third party add-ons broke the limits, though the engine itself only allowed up to 16 terrain textures to be added. In Wings of Liberty, I was hoping to be finally able to be free and clear from this limitation, but now the limit's 8 and there doesn't seem to even be a way to circumvent it this time. This left me quite annoyed.
I'm hoping to see improvements in Heart of the Swarm, thank you for the attention!
Yes.Ever heard about Eastern Europe?
Feedback on StarCraft II -- RE: Rui: Your StarCraft II Account Has Been Updated With a Copy of World of Warcraft
Took me 2 hours to write (>.<)'
P.S. -- Great, forgot to mention that people don't get past the first page of popularity, at least the majority don't. I knew I was missing something >_<'
This cliff restriction has been a problem for me. It's impossible to make a simple hill between cliffs and still have lowered terrain as well.Now that cliffs look much better in sc2 they are actually useable and even neccessary in some maps. But with the restriction of only 3 cliffs some maps cant be made.