As I stated before, map does not "add" things to the engine, they override default setting. Let's say for example you changed the paladin's voice acting. Now that involve editing the default mpq and all map with paladin will took that changes. For sc2, its entirely different. If I have a map where I already imported my voice acting for paladin and not using the default one, mine will be played, not yours. The mod in a map override the default mod of the game.
Now if you want to change voice acting of paladin for many map to take effect. sc2mod file is the blizzard's "mod" way of doing it. Load some modification on a mod file, let your map depends on that mod, and it will be affected.
Their point, though, is that a "mod" would change any map you play through StarCraft 2, rather than being limited to a single map. Adding a mod dependency to a map requires the map to be unlocked and then you're still limited by the size of the map and the amount of possible maps that can be uploaded (supposing you want to play with a friend or friends). Maybe I just get it because I came from SC1, but what they're saying makes sense and it does seem like a big difference. Then again, I've always seen "total conversion" as being synonymous with SC1 modding, so perhaps that's why.
Their point, though, is that a "mod" would change any map you play through StarCraft 2, rather than being limited to a single map. Adding a mod dependency to a map requires the map to be unlocked and then you're still limited by the size of the map and the amount of possible maps that can be uploaded (supposing you want to play with a friend or friends). Maybe I just get it because I came from SC1, but what they're saying makes sense and it does seem like a big difference. Then again, I've always seen "total conversion" as being synonymous with SC1 modding, so perhaps that's why.
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