This, would love to use all those delicious new features in HotStorm. Though, I wonder if a shared arcade would mean SC2 and HotS assets would be merged, or if players would need to download both SC2 and HotS to be able to play all Arcade maps.
I've asked Browder that back in January about a direct sc2 and Heroes connection (so switching to each other would be easy, arcade would use storm client's assets, etc) and the answer was that it wasn't planned.
@Forge_User_24313475: Go They will show one super different unit that will never make it to the final campaign, like that infested bunker, and of course they won't include all finished assets they have for it, because why would they?
They did that with WoL, they did it in HotS, they will do it in LotV. At least they are willing to alter their game during production...
But I hope for a more radical change for multiplayer, too.
Anyway, I will buy LotV for the editor and to be able to play through the cheesy storytelling while enjoying cool mission designs, pretty much no matter what they will f*ck up.
@EivindL: Go Why not add all files to a dependency? We have the unit model but not the transformation from bunker. They surely know by now the community will always have a use for any crazy model they show us. Damn HotStorm got Pajamathur as a skin because so many people requested it, and it was an april's fool joke!
@EivindL: Go Why not add all files to a dependency? We have the unit model but not the transformation from bunker. They surely know by now the community will always have a use for any crazy model they show us. Damn HotStorm got Pajamathur as a skin because so many people requested it, and it was an april's fool joke!
I thought that was programmed to be released anyway, I didn't know that it was released because people wanted it
As for the direct topic at hand: I expect some stuff to be revealed, but will have to wait and see.
As for editor improvements: It is obvious they are indeed upgrading the editor, given what we have learned from Storm dumps/datamining. As Renee mentioned, tons of additions to data, also quite a few new trigger things, new natives and entire capabilities added. Ton (as in pages worth) of documentation added.
As for wishlists: We already made one and Blizzard has implemented a few things and are almost certainly working on others, but this must be balanced by their overall capabilities and resources. Regardless of how much money they make, programming takes time, and some of the features we ask for are not easy, simply due to the interaction with multiple systems. Blizzard also is unique in that they are one of the few (only?) game studios that work on multiple games at once, it is highly unusual. Most AAA studios or game shops period, work on one game at a time.
So as much as this may be painful or unwanted to hear, patience is in order. Blizzard takes its time, and although other companies may move faster, it is very apparent that tends to screw quality (See BF3, BF4, among others for rushed production leading to almost show stopping bugs making gameplay frustrating at best).
At this time, the best people can do is educate each other. I've had pretty good success hanging out in IRC, editing the wiki, and otherwise helping people when I can. Making a game is hard, especially when you are given such freedom to modify the game as extensively as SC2 allows. People should probably be better about sharing their code and such so that others can study or learn from examples (As an aside, my map, NOTD 2, is open and unlocked, so feel free to study it, I'll see about doing more documentation, for my own sanity if anything :P).
As much as people want to be cynical or pessmistic, neither help anyone. Skepticism is fine, but do try to approach things with a more clear perspective. Mapmaking is a hobby, that is a good exercise in learning how to apply good software design principles, as well as overall project design principles, which can be used anywhere. As an anecdote (so take with grain of salt), my mapmaking experience, along with the duration I have been doing it (1.5 - 2 years now), was quite helpful in getting myself a good internship doing software engineering and will probably lead to me getting a job. Like many other things in life, you get out of mapmaking what you put into it.
omg why didnt you link this earlier... now the only hope left for us(at least me) is that it will be easily possible to transform sc2maps into heroes map (at least the data, trigger part, assets will be tricky)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I've asked Browder that back in January about a direct sc2 and Heroes connection (so switching to each other would be easy, arcade would use storm client's assets, etc) and the answer was that it wasn't planned.
On gamescom, I've interviewed Kaeo Milker and he stated that they probably keep them separated ( http://heroes.ingame.de/heroes-of-the-storm/115861-Heroes-of-the-Storm---Kaeo-Milker-im-Interview-mit-inHeroes ).
They did that with WoL, they did it in HotS, they will do it in LotV. At least they are willing to alter their game during production...
But I hope for a more radical change for multiplayer, too.
Anyway, I will buy LotV for the editor and to be able to play through the cheesy storytelling while enjoying cool mission designs, pretty much no matter what they will f*ck up.
Unreleased assets? Like the 16 useless primal Zerg models/textures variations...
Did people really expect the infested bunker to be in the game? That was so obviously a gag. :D
@EivindL: Go Why not add all files to a dependency? We have the unit model but not the transformation from bunker. They surely know by now the community will always have a use for any crazy model they show us. Damn HotStorm got Pajamathur as a skin because so many people requested it, and it was an april's fool joke!
I thought that was programmed to be released anyway, I didn't know that it was released because people wanted it
As for the direct topic at hand: I expect some stuff to be revealed, but will have to wait and see.
As for editor improvements: It is obvious they are indeed upgrading the editor, given what we have learned from Storm dumps/datamining. As Renee mentioned, tons of additions to data, also quite a few new trigger things, new natives and entire capabilities added. Ton (as in pages worth) of documentation added.
As for wishlists: We already made one and Blizzard has implemented a few things and are almost certainly working on others, but this must be balanced by their overall capabilities and resources. Regardless of how much money they make, programming takes time, and some of the features we ask for are not easy, simply due to the interaction with multiple systems. Blizzard also is unique in that they are one of the few (only?) game studios that work on multiple games at once, it is highly unusual. Most AAA studios or game shops period, work on one game at a time.
So as much as this may be painful or unwanted to hear, patience is in order. Blizzard takes its time, and although other companies may move faster, it is very apparent that tends to screw quality (See BF3, BF4, among others for rushed production leading to almost show stopping bugs making gameplay frustrating at best).
At this time, the best people can do is educate each other. I've had pretty good success hanging out in IRC, editing the wiki, and otherwise helping people when I can. Making a game is hard, especially when you are given such freedom to modify the game as extensively as SC2 allows. People should probably be better about sharing their code and such so that others can study or learn from examples (As an aside, my map, NOTD 2, is open and unlocked, so feel free to study it, I'll see about doing more documentation, for my own sanity if anything :P).
As much as people want to be cynical or pessmistic, neither help anyone. Skepticism is fine, but do try to approach things with a more clear perspective. Mapmaking is a hobby, that is a good exercise in learning how to apply good software design principles, as well as overall project design principles, which can be used anywhere. As an anecdote (so take with grain of salt), my mapmaking experience, along with the duration I have been doing it (1.5 - 2 years now), was quite helpful in getting myself a good internship doing software engineering and will probably lead to me getting a job. Like many other things in life, you get out of mapmaking what you put into it.
@Ahli634: Go
omg why didnt you link this earlier... now the only hope left for us(at least me) is that it will be easily possible to transform sc2maps into heroes map (at least the data, trigger part, assets will be tricky)