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    posted a message on Whats the best way to contact Blizzard regarding Arcade stuff?

    Well it should be considered a guess, because you absolutely should not take legal advice from random people on the internet!

     

    However it does sound like you're in the clear so long as you abide by their guidelines absolutely. And seriously, don't monetize it.

    Posted in: General Chat
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    posted a message on Whats the best way to contact Blizzard regarding Arcade stuff?

    In reply to Crainy:

     
    "I want to make an Arcade map based on X. I got permission to do so - am I good to go?"
    If you have written permission from the copyright holder, yes, you are good to go.
    If it's something egregious, you may find your map is removed anyway, and that is when you can present your evidence.
    However, be very careful about accepting any kind of funds for such a project (a donation is no different from taxable income here), unless you specifically have permission from the copyright holder to do that too.
    Obligatory "I'm not a lawyer, don't trust anything I have to say on legal issues" etc.
    Posted in: General Chat
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    posted a message on RPG - Your opinon.

    Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.

     

    On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.

     

    TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.

    Posted in: General Chat
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    posted a message on Alexei Stukov/infested Co-op Commander/maps
    Quote from Alevice: Go

    Seems to me they scrapped the left 2 die map and went for miner evacuation instead.

    The L2D assets were added to the editor in 3.9 so I'm sure it's coming to co-op now.

    Posted in: General Chat
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    posted a message on Problem publishing map.

    Just keep repeating the upload over and over. It's some issue with EU right now. It'll go through after 2-3 repeat attempts.

    Posted in: Data
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    posted a message on Money Maker buildings
    Quote from stratostygo: Go

    @TyaArcade: Go

    Thanks.

    So this trigger would make it where the more depots you have the money doubles right? (just trying to make sure)

    Yeah. No further changes are needed. It'll repeat multiple times if a player has multiple depots, or whatever other structure you decide to use.

    Posted in: Triggers
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    posted a message on Money Maker buildings

    Pick each unit in unit group -> Supply depots -> All players

    Modify player property -> picked player -> minerals -> add -> 1

    Posted in: Triggers
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    posted a message on (fixed) Cant Create lobbies

    1) Is it set to private?
    2) Remove all game attributes/modes and just use 1 mode only. I've had maps bug like this in the past, and this fixed it.
    3) What's the map name? I'll try joining.

    Posted in: General Chat
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    posted a message on Monetizing comes to Starcraft II

    They're portraits, decals and emoticons, mind. Carbot absolutely deserves to be the first for something like this.

    Posted in: General Chat
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    posted a message on Dependancies and Colors.

    Yes you can add all dependancies into one map. The conflicts are mostly with regards to unit stats. For example, if you add multi and campaign dependancies together, you'll get Zerglings with stats from both. The lings will still work fine, but they won't be identical to multiplayer nor the campaign. It's a minor issue in most cases.

    Colors indicate what has modified the data entry.
    White/grey = Unmodified
    Blue = Modified by Blizzard
    Green = Modified by current map
    Orange = Modified by a non-Blizzard mod dependancy

    Posted in: Data
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    posted a message on [solved]Which lags less: Buff Remove/Apply every 1.5s or...

    @greythepirate: Go

    Just a caveat. Behaviors lag when you get into the thousands. Creating units (via any means) also creates lag if done in large quantities. Lastly, auto-cast abilities add to lag. This lag is based on a lot of factors (auto-cast range, targets to check etc) but the biggest contributor is how complicated the auto-cast validator is. Other than that, yeah, data is pretty free of any lag. Even with the examples I gave, you have to really do them en masse before you notice any slowdown.

    Posted in: Data
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    posted a message on Blizzcon 2016

    Gotta be honest, I'd be completely fine with them churning out co-op content over the mission packs. I enjoyed the Nova pack, but I've gotten a lot more enjoyment out of new co-op content. Can't wait to see how they plan to expand it.

    Posted in: General Chat
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    posted a message on When is Rock the Cabinet 2016?

    So in case anyone missed it, there will be a Rock the Cabinet 2016 but it won't be for the arcade. It'll be to design a co-op mission with more details to come later.

    Posted in: General Chat
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    posted a message on Blizzcon 2016

    The co-op panel is "non-streaming". Does that really mean what it suggests and that the panel won't be available online? I'd really love to see what they have to say on co-op.

    Posted in: General Chat
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    posted a message on [WIP] Daara's Draenic City

    That looks pretty great. How big is the file size?

    Posted in: Terrain
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