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    posted a message on [BLIZZCON] WarCraft Movie Trailer

    Regarding the "story differences", please keep in mind that the Orc side is probably shown through the eyes of Durotan.

    While I have no clue about the pre-Warcraft III lore myself, judging by Jayborino's playthrough of "The Coming of the Horde", Durotan and his clan were the only ones to realize that their world is dying, and that they need a new place to keep on living/redeeming themselves.

    It's only everyone else (on the Orc side) that is with the demons, probably blinded by their actions and whatnot. Considering that way back, the player controlled the demon-controlled Orcs, it's not even a retcon - it's just one side of the story we never saw up until Warcraft III at the earliest. (which is not to say that Blizzard has never changed the background story before, but at least in this case it's ok and understandable where they came from).

    So yes, this movie goes straight for the deeper background story and whatnot. But honestly, a movie with just fighting wouldn't have sufficed imo. And Blizzard is no fan of doing one-sided stories, as players always played both the good and the bad side, be it Warcraft I-III or Starcraft I.

    So story-wise I don't mind it and will just see how it unfolds. But what REALLY makes me uncomfortable is the clash of CGI and real-life human characters. Like, most of the trailer looked like one of Blizzard's cinematics, and only the human close-ups were real-life footage.

    Movies like Avatar were doing it pretty well by keeping the CGI and real-life footage mix to a minimum, giving us either full CGI or full real-life. The few times when we saw a Na'vi and a human together were few and weren't combat scenes, thus the uncanny valley was mostly intact.

    But the trailer shows a pretty liberal mix of this. Or rather, if the humans in armor were actually real-life, then I didn't notice that. But maybe the trailer doesn't really give is a good-enough impression of that issue here.

    I guess only time will tell. Either way I'm stocked!

    Posted in: Off-Topic
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    posted a message on Please Raise the File Limit

    @ArcaneDurandel: Go

    It would be great if Blizzard could prove me wrong. Most of my experience comes from pre-2015 playing sessions in the arcade, but if Legacy of the Void has/can improve on things, all the better.

    Posted in: General Chat
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    posted a message on Please Raise the File Limit
    Quote from thelittlemaster: Go

    I vote yes to map size and file size. Campaigns deserve to be on the arcade.

    Personally I'm against it.

    • There's lag even if you're the only player.
    • You can't create a manual save, and have to rely on trigger/bank saving instead. This would increase the work that has to be done for campaings that do have data that carries over maps.
    • The project is inaccessible for other mapmakers and becomes lost once the original creator becomes inactive. Let the original file upload on SC2Mapster be gone as well and it's gone forever!
    • Don't even get me started of the inability to load a new map after the first one finished. A player could search for the next map in the arcade and start it - but let's face it, many people will quit if the first mission wasn't convincing enough. Remember, you can't use cheats in the Arcade. If a player is stuck because it is too difficult (not every custom campaign allows for difficulty selection), or the map is broken in some way, then that's it.

    There's so much we sacrifice for the convenience of having the stuff on the cloud (aka Arcade), I don't think it's worth it. But maybe that's just me.

    EDIT: I do agree that the file limit should be increased though. Perhaps it should be at least doubled to 40 files per account.

    Posted in: General Chat
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    posted a message on Storage space for Arcade map doubled to 300 MB

    That's crazy. I remember when I uploaded my first map in Summer 2014 and the upload limit was 50 MB I think? It definitely wasn't 150 MB at the time.

    Now we are at 300 MB. I sure hope the players will have the patience to download all these new and bigger maps. But yeah, now the sky's the limit!

    Posted in: General Chat
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    posted a message on Rock the Cabinet 2015 -- Deadline Extension

    Why haven't I noticed this news sooner? Anyway, having an additional six weeks worth of time is a very generous offer, thank you very much!

    Maybe I'll work on something after all.

    Posted in: General Chat
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    posted a message on [singleplayer campaign] Herakles

    Good news everyone: I've resumed work on the campaign!

    I had quite some time to think about the overall concept of this campaign and rethink some decisions, and I have indeed one mayor change to announce. But first things first.

    Originally, I had planned to let the player control normal units (marines, ghosts etc.) led by a hero, and engage in micro missions exclusively (no base building).

    With features such as limited ammunition, and losing some money if one of your units die during a mission, I wanted to achieve a certain amount of realism with the combat. Play poorly and your army will be weaker in the long run, play good and you will have more strategic options later on.

    But at one point I've realized that the gaming experience is becoming similar to the Installation-type missions from Starcraft I. Every unit lost is a big problem for the player, and doubly-so in this campaign. Worse yet, this has almost X-COM Ironman Mode levels of "make one mistake and it's gg".

    I could try to do it that way, but it wouldn't be any fun to most people (and they would use cheats as a result). Or they would simply save and reload once every five minutes to optimize their gameplay. So I'll scrap all that, and instead go a different route instead.

    As a result, I'll replace the normal units with heroes.

    I'll still retain the concept of having up to 4 groups, each of them being led by a mayor story character. But now, you can add up to four hero-type characters, each with their own unique abilities. This still allows for a good deal of strategy, and since everyone is now equally-strong and doesn't die too fast, it becomes a lot less frustrating.

    However, I will still keep some of the realistic difficulty, and make it so that if one of the subheroes dies in combat, he's merely injured and not available for the remainder of chapter (but recovers over time, and is then available in the next chapter).

    It shouldn't be too hard to adjust the numbers to the new system, and I still have all of my old work. I'll begin work once Legacy of the Void comes out and all the editor issues are resolved. So expect some new footage soon!

    Posted in: Project Workplace
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    posted a message on Glazes for Everyone

    That is some really good stuff! I'll replace my former unit glow method with this (glazes are more noticeable). Good job!

    Posted in: Art Assets
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    posted a message on [SOLVED] Got new (GTX 960) Graphic card and this happend!

    I have an Nvidia GTX 960 as well, and everything works fine for me.

    When 3.0 just rolled out, the custom textures for my Orc blademaster unit wouldn't load in the editor at first and return to its default textures - but once I tested the game, the custom textures were back. With the recent patch, the custom textures work for me as well. Bottom line, see if it works when testing your document at least.

    However, I should also note that I have the most-recent drivers, and yes I had do uninstall and reinstall Geforce Experience to be able to update the drivers.

    Posted in: General Chat
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    posted a message on [SOLVED] Two questions! (3.0)
    Quote from egodbout: Go

    2- When some of my units are far away, there is a sound pop (Your force are underattack) How to remove that?

    Under the "Sound" tab, type "attack" in the search bar. Then, navigate to the Terran/Zerg/Protoss folder (depending on which race the player is gonna be using) and open the "Alert" subfolder.

    There should be a few "under attack" entries, which are the warnings the game give you when a base/unit/allied base or units are under attack. In your case, you would want to select "Alert_ProtossForcesUnderAttack" in case of Protoss.

    Finally, simply select the Sound Assets entry, and just remove the existing audio files listed there.

    Bonus Info: If you want to remove the text as well, you can just delete the text in the Text Editor if you can find the entry (or change the text to something custom). For the Alert-type messages like "base is under attack", set the data source (on the right) to "Liberty.SCMod", and the two search filders on the left to "Conversation" and "Genericphrases".

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from FunkyUserName: Go

    Pitfall: custom mouse cursor not working Solution: change back to default ones and wait until bliz will fix

    I'm pretty sure custom mouses never worked in Starcraft II. Long before the patch arrived, I tried to change the texture (tried .dds and .tga) and it just wouldn't work.

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from Forge_User_24010345: Go

    @TheAzureguy: Go

    I forgot to ask: did the editorbackup folder save any of your work?

    The last backup was from mid-September which has no triggers whatsoever. I was mostly working on abilities and UI at the time. Maybe I deactivated the auto backup, I don't know for sure... Luckily not ALL of my life work was in there, just the most-recent stuff I had made (and only the trigger map, the modfile is still intact).

    Oh well, there are worse things in life, and it looks like there are enough problems to attend to anyways. Just make sure you fix this mess, ok?

    Posted in: General Chat
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    posted a message on Swarm 3.0 Coming

    @Teldrius: Go

    I feel with you man. I also lost all of my maps. It wouldn't be that bad as I only lost my most-recent project (and only the triggers, the mod files were untouched by that update). But that project was to be my entry for Rock the Cabinet 2015. Now I can't make it in time, even if I were to redo all of the triggers. I could try to redo it all in time, but I have a life too.

    Why that folder had to be deleted is beyond me. Starcraft II's campaign maps aren't even stored there, it's pretty much for player-created content only!

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from Forge_User_24010345: Go

    @TheAzureguy: Go

    No, no, it's not that. enGB is no longer a valid editor locale and so the text needs moving if enGB was your only locale.

    Oh, they got rid of enGB! Sorry, I didn't catch that from your first post.

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from TyaArcade: Go

    Okay, if you're on enGB like me, follow these steps to get your text back. Do not do anything else.

    Go to "Mod" or "Map" dropdown menu. Go to "Locale". "Modify Locales". Now check enUS and press okay. Then open the menu again and uncheck enGB. Now restart the map, and your text should be back. It's important to do this in order or else you'll just lose your text.

    Ah yes, I knew about the "Locales" before. I had to learn the hard way that, unless you export and import your default text (enUS for example) to all other languages, players with a non-enUS would see a param/value error while playing your map.

    I didn't knew that this also works via "Modify Locales". I only ever used "Export/Import Locales". Good to know!

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from TyaArcade: Go

    Pitfall: Mod folder in sc2 will be wiped of non-mod files. I can only assume that the map folder will be wiped of non-maps too. This includes any file type. Solution: BACKUPS. EVERYWHERE. Oh and your backup folder is subject to the same rule.

    THIS CAN'T BE HAPPENING!

    I had no backup of my main trigger map. My data mod with all the abilities and units are fine, but my triggers... four months worth of work is gone!

    Well, I guess that's it with Rock the Cabinet 2015 for me...

    Posted in: General Chat
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