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    posted a message on Blizz Contest - 79 Entries got through

    They still have quite a few options, but to them, a hefty fee may be the surest method of weeding out bannable maps.

    - They could select MvPs. - They could have a tiered permissions system. - They could have something like the Steam Workshop, where maps are voted/sponsored into rotation. - They could charge for individual uploads. - They could charge for access to the editor. - They could only pay attention if bannable maps gain popularity/notoriety (like they have with SC2, and that's worked fine so far). - They could verify uploaders with snail mail (this verifies your address, but they would still need to ban you). - They could screen uploads monthly/bi-monthly (kind of like a monthly contest). Would be nice of selected maps get some kind of reward, but this costs them money on a periodic basis. - And many moreee...

    Ultimately, what they will want is something to discourage this behavior, because there's nothing physically preventing you from uploading a swastika.

    To expand on the idea of a fee to access the editor, they could have developers put a hold on your credit card (not a charge), that only charges you if you get banned as a punishment fee. This way content creators don't need to pay for anything, unless they decide to break rules. There's no real money to really be gained from charging for access to content creation, so this makes sense solely as a mechanism to punish offenders. They'll still need to react when people with deep pockets decide that breaking those rules are worth the cost of punishment. There may be an instinctive reaction to putting people's credit on hold, so other forms of temporary payment are possible.

    On the other hand, if they want actual prevention, they'll need to screen submissions somehow, which also makes sense if they're going to do competitive map rotations.

    + The objective isn't really to stop 'map spammers'. It's to prevent the addition of questionable content. A person uploading questionable content isn't adverse to being banned, so it can still be uploaded. However, you're not wrong in suggesting an initial player investment. Maybe they could require that the account have at least a few $ spent on Blizzard products before they can upload (skins, characters, other games, etc). This way the access fee doesn't really feel like a fee, and we don't have to 'grind' our way to accessing the editor.

    If SC2 required X hours played before you're allowed to publish maps, it would definitely have weeded quite a few publishers out.

    Posted in: General Chat
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    posted a message on Advanced Data Specialist Looking For Work
    Quote from Cybrok: Go

    Hello everyone, Im not currently working on anothing else so whoever gets me gets my complete attention. I have worked on many maps and projects in the past, some maps I have done include, SoTIS, Frozen Glory, Photon Defense, and more, I also will leave links to 3 maps I made myself you are all welcome to download. I can do things from sound timings to visual effects to multi-step abilities, almost everything the data editor can do.

    For those interested in having me join them, any project I will charge a VERY small fee compared to others. If interested please PM me or email me at [email protected].

    (The fee is miniscule)

    What did you do on SotIS? I don't recognize your handle.

    Posted in: Team Recruitment
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    posted a message on Region Publishing Issues

    That is the most mundane solution to a problem that has haunted me for much longer than it should have.

    Thank you Bibendus.

    Can I call you Bibby?

    Posted in: General Chat
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    posted a message on Publishing to foreign servers

    Since the host now always points to the "correct" server, has anyone figured out how to change this new value yet?

    Posted in: General Chat
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    posted a message on Aeon of Storms LFM

    Pretty sure the editor does not translate into foreign languages, the management of which, is called localization.

    Posted in: Team Recruitment
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    posted a message on Aeon of Storms LFM

    Hey guys, we're currently looking for a few new members to help develop Aeon of Storms, the most robust Action RTS on Starcraft II. If you are interested, send us an inquiry here. Applicants should demonstrate knowledge or prior experience that will allow them to satisfy the respective role.

    XML/UI Specialist Function: Will work on building .xml solution for minimalist, feature-rich UI, while maintaining original functionality.

    Assistant Data Specialist Function: Responsible for investigating and documenting new technology in Galaxy Editor.

    Localization Specialist Function: Will be responsible for developing a method for language localization to ruRU, koKR, and zhCN. Will be in regular communication with a team of 4 translators and their respective communities to work together on implementing and maintaining translations. Should be familiar with excel, batch files, and how localization works. Speaking and writing skills in Russian, Korean, or Traditional Chinese a plus.

    Posted in: Team Recruitment
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    posted a message on S.O.T.I.S update

    As usual, it always helps to know a little bit more specifically what you believe felt wierd about it :)

    Posted in: General Chat
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    posted a message on S.O.T.I.S update

    @michaelknives: Go

    Quote from Taintedwisp: Go

    having to select your hero every 5 seconds <snip> camera doesnt follow

    Actually, this was addressed less than 3 months after initial release (2 years ago) when we added spacebar centering, -hl (hero lock) mode, and made creeps unselectable. Vanilla DotA had none of these things, and suffered from everything you're describing o _o. Which is wierd, because by that logic... it would mean DotA wasn't made for WC3... ?

    I am confus.

    Hi Sixen :)

    Posted in: General Chat
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    posted a message on [US] How popular are Blizzard Maps now?

    These maps were not developed to obliterate the charts. They were made as part of a research project to investigate and better understand the issues and needs of modders working within the limitations of the Galaxy Editor. With each map, they are improving the capabilities of the editor.

    For example, Bejeweled investigates visually dynamic dialogs.

    Posted in: General Chat
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    posted a message on Number of Dependencies

    Not only that, it freezes after it finishes checking as soon as you hit "Ok". Which means the campaign dependencies can't be removed once added.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Storm of the Imperial Sanctum: Development

    http://www.playsotis.com/phpbb/viewforum.php?f=19&sid=ff97c41844fdd7174f22e6b780cf3fae

    We are looking for:

    Java/Flash Site development Game Art development Game Sound development

    Check the link above for more details.

    Posted in: Team Recruitment
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    posted a message on TDG's Map-making Contest (Cancelled)
    Quote from pjb0404: Go

    For anyone that played WarCraft 3 the last 3 years or more, DoTA dominated the UMS games and for a lot of the map making community, it crippled the chance for other great maps to thrive. I wouldn't consider DoTA a good game.

    That's a pretty strong off-the-bat bias.

    Posted in: Off-Topic
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    posted a message on TDG's Map-making Contest (Cancelled)

    Is there a formal juding critera/outline in terms of merits, popularity, complexity, staying power, or otherwise.

    Posted in: Off-Topic
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    posted a message on [Storm of the Imperial Sanctum] Damage Reporting

    Please report all instances of abilities dealing inaccurate damage amounts here (such as snipe dealing inaccurate damage).

    All reports should indicate the conditions in which the ability was used, and should also indicate report health values before and after the damage has been dealt.

    Thanks.

    Also check out http://playsotis.blogspot.com/ for the latest changelog.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Map lag has been fixed (patch 17), new hero has been added.

    Posted in: Project Workplace
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