Q&A Batch 30, the third installment of the Map Maker series of Q&As, has been posted. Spanning eight questions and covering key issues like gameplay-affecting weather and multiplayer campaigns, this batch is as relevant to future StarCraft 2 players as it is to map makers.

1) Will it be possible to code the game so map makers can make maps where people can stop incoming spell/missile?

This should be possible through customized ability data and/or triggers.

2) Will we have selectable male/female of every unit?

No, we don’t have plans to include male and female versions of each unit.

3) Will we have the option to give players the option to change weapons in-game?


While we don’t have any plans for a specialized interface for this, it would be possible using the highly flexible ability system.

The first three questions address the customization of units and unit abilities. Customizing unit appearances, switching weapons and spell manipulation are aspects of great importance for the creators of highly customized units, like the ones present in the super-popular WarCraft 3 DoTA series.

Dota AllStars Heroes

 

4) Will you guys link multiplayer maps, so mapmakers can make multiplayer campaigns?

Yes, we do plan to support multiplayer campaigns and linked maps.

5) Will all buildings stand alone and also can we have the ability to disable tech trees?

The tech tree will be fully configurable through customized data and/or triggers.


6) Will research or firing a skill in a certain location be part of the tech tree enabling, for example Stim Packs could be researched to enable a Factory?

Yes, the tech tree and upgrade system will be fully configurable from the editor.

Both the ability to manipulate tech trees and the ability to link multiplayer maps are important for campaign creators. The mentioned features provide the necessary means to convert StarCraft 2’s single player campaign into a great multiplayer adventure. *hint hint*

Hyperion - StarCraft 2 Bridge

7) Will it be possible for AI to be commanded to research a skill, perform an upgrade, build a building at a location, build a unit at a location, retreat from a location?

Yes, there will be extensive AI scripting support.

8 ) Will mapmakers have the ability to set weather that can change the terrain and interrupt gameplay for players? Is this for anywhere or in a specific location?

Weather effect technology has not yet been finalized. However, even if weather effects do not affect gameplay normally, it would be possible to drive both the desired weather effects and associated gameplay effects through triggers.

Complex scripting and preprogrammed courses of action are not out of the ordinary in any modern editor or modding tool. Considering the repeated statements made about the powerful C-type scripting language, players can expect super-intelligent and human-like AIs being part of both campaigns and custom multiplayer maps.

This month’s discussion topic will span the next month and a half. The topic: Map making. After giving us a taste of the capabilities of the new ScumEdit map editor in two “Map Maker” Q&A batches (18 and 22), Blizzard now requires your input so it can perfect yet another aspect of StarCraft 2.

Over the years we have enjoyed watching our community show their creativity and create amazing maps and mods to our games. With StarCraft II we would like to encourage you to keep up the awesome work, so wed like to give you a tool, you will enjoy working with. We have already answered questions in our Q&A but now it is your turn to tell us what your ideal StarCraft II Editor would look like!

The new “ScumEdit” map editor will be much more functional and free of artificial limitations. As well, it will be more user friendly for low level users who do not need access to the more complex features. StarCraft 2’s editor features a powerful proprietary C-type scripting language, along with a simplified editing mode which features a more intuitive graphic interface.

Here are Karune’s questions for this discussion topic:

- What features would you like to see in the StarCraft II Editor?

 

- How can we support the map making community more?

 

- How would you like to see the custom maps and mods handled in the future?

 

- Additional feedback you might have

Additionally, the SC2 Blog’s questions are:

1) How should map-locking be handled?

 

2) Should more players be allowed in custom games?

 

3) How unrestricted should the editor be? Should players be able to change the core concepts of the game? (basic gameplay mechanics, resources, etc)

Karune asks that you structure your answers in the following manner:

<question you’d like to answer>
<your answer>

 

<question you’d like to answer>
<your answer>

Even though most gamers do not bother with editors at all, all players eventually enjoy the fruits of the modding and map creating communities. The feedback provided now will end up shaping not only the available tools, but the battlefields created with them.

There’s been a steady torrent of StarCraft 2 news in the last couple of days. Without further ado:

Q&A 22: The Map Maker Part 2.

This Q&A has been posted by Xordiah, Blizzard RTS Community Representative in Europe. It begins with a lengthy chat with the devs, which should interest the large crowd of WarCraft III DotA players:

Chat with Devs: One of the most popular questions we get when it comes to creating UMS (User Map Settings) games or mods is: Will there be a DotA for StarCraft II? For those who are not familiar, DotA (Defense of the Ancients), is a popular UMS game created for Warcraft III. StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a game like DotA could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in UMS maps such as DotA. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games.

The developers had mods in mind when they implemented this feature, which will not be present in the standard game in any way. Blizzard knows StarCraft and WarCraft’s popularity benefits greatly from user made maps, and have taken the necessary steps to make sure players can customize their games more than ever. Good job, Blizzard!

dota2.jpg

Next in the Q&A, more good news for UMS fans. Straight from the mouths of Dustin Browder, lead game designer, and Brett Wood, senior software engineer:

1) Will you finally be able to mix and match terrain types instead of being stuck on jungle, twilight, etc?

 

[Dustin Browder] Yes terrain texture is mixable now. Also tilesets are also mixable.
[Brett Wood] Essentially, you can define your own tileset in the editor, something that wasnt really supported even in Warcraft III.

 

2) Will the new StarCraft II Map Editor support text coloring, unit coloring, player “12″ (i.e. neutral player) units?

 

[Dustin Browder] Yes, all of these features will be supported.

 

3) Will maps be larger than 256×256?

 

[Brett Wood] The maximum map size will still be 256×256, and we have no plans to increase that.

 

4) Will the new map editor support locking maps? People hate losing credit for a map.

 

[Dustin Browder] Yes, we are planning to support this feature. We hope that this feature will give the modding community more incentive to create their own original maps.

 

5) Will the new map editor support “square” terrain building as well?

 

[Dustin Browder] Yes. In the editor, users can adjust the footprint of buildings to whatever shape and size they like.

Is any feature in StarCraft not customizable? Well, maybe.

Especially interesting is the support for locking maps. Previously, a modder could spend months working on a UMS scenario, only to have it abused by anyone who downloaded the map to play. Locking maps would allow a modder to keep the credit for his creation and also make sure he’s the only one who can make changes to it.

The Story So Far

A new feature has popped up on StarCraft2.com: The Story So Far, a recap of the events of StarCraft 1. The summary contains a wealth of knowledge about the history and events of the game, starting from the first contact of the Terrans with the Protoss, to Kerrigan’s transformation to the Queen of Blades, and up to the ending event of StarCraft 1 - Tassadar’s suicide mission and the death of the Overmind.

marine.JPG

The text is accompanied by many of StarCraft’s most famous illustrations and also features a few of the movies which originally appeared during the campaign.

ssf3.JPG

This is a great way for newcomers to become acquainted with StarCraft’s history. Since the game has been released almost 10 years ago, it will probably also be appreciated by those who haven’t been religiously following the game, like some of us have, since its debut. Part 2, dealing with the events of Brood War, is “coming soon”. In the meantime, check out our more detailed recap of Kerrigan’s history.

kerriganstory.JPG

Factory Firebats

Karune has posted an answer to a question about the new Firebats, which are now manufactured in the Factory.

Q: I was just wondering why the Firebat(if it stays in the game…)has to be built in the Factory. Can’t the Factory(or maybe Merc Haven) just be used as a prerequisite for FB’s to be built in Barracks.

 

I mean whats the difference between having it built in the the Factory rather than the Barracks with some prerequisites?


Karune: In terms of ‘realism,’ the Firebat has a much larger mechanical frame (with increased hit points), thus would need a larger facility to deploy these units. Additionally, the Barracks currently already has several units available to it, including the Marine, Medic, Reaper, and Ghost. Having the Firebat at the Factory also helps to make sure it is a Tier 2 unit, since its added hit points makes it quite the adversary on the battlefield.

We’re glad to see the Firebat getting a proper overhaul instead of returning unchanged from StarCraft 1. The old Firebat had a very limited role, but the new tier 2, armored menace sounds much more promising.

The StarCraft 1 Goliath, also a tier 2 factory unit, was originally designed with both a heavy machine gun and a close range flame thrower. Eventually, the flamer was removed from the Goliath before the game’s release, which limited the Mecha to its (somewhat unsatisfactory) machine gun in ground battles. It seems like Blizzard has decided to experiment with a flame throwing heavy-armor soldier this time around. Hopefully, it will find a better niche than the old Goliath did.

 

goliathconcept.JPG

 

Karune also mentions that the Reaper is now available at the Barracks. It appears that Blizzard has dropped the idea of assigning them to a separate building, where they could be recruited in a unique way.

. . . Zerg?

Lastly, we bring you word from “Cavez”, better known as Dustin Brodwer, regarding the complete lack of information about the Zerg:

We will give you Zerg stuff just as soon as we can. We aren’t holding it on purpose, it’s just not ready yet. We had a lot more time to work on the Protoss and the Terrans before the announcement that you guys didn’t see (because the game wasn’t announced yet).

 

I don’t have an ETA but we won’t be waiting for the next Blizzcon. We are quite happy to put stuff out on the web for you guys to check out. It doesn’t HAVE to be a giant event to show a race, though when an event happens to match up with a race announcement that is a lot of fun.=)

A Blizzard deadline? Who’d have thought. Cavez claims the Zerg are not ready to be revealed, but we’re still hoping they’re close to completion, with Blizzard aiming to showcase them and generate hype just before the release of StarCraft 2.

That’s all for today’s mega-update.

hydra.jpg

 

An Austrian research institute has developed what they call a “Neurotic AI“.

The Austrian researchers want games to be more engaging by having emotional, not just coolly calculating, computer players. Instead of just challenging your rational planning and decision skills, you’ll have use your emotional intelligence too.

They have created a few versions of the AI for the “Age of Mythology” RTS game, based on “the big five” emotional dimensions:

In psychology, the Big Five personality traits are five broad factors or dimensions of personality discovered through empirical research. These factors are Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism.

(Quoted from The New Scientist Blog)

age_of_mythology.jpg

The AIs are able to switch between “emotional states” in response to gameplay events, based on their programmed personality. The neurotic AI was more prone to distorting the input it had received and change its emotional state in extreme directions accordingly. Surprisingly, this allowed it to win more matches than all other AI personalities!

emotional-model-2.JPG

The next step of the research, of course, is to pit the emotion-enhanced AI player against humans. This will be the real test for this kind of AI, which might finally create a worthy opponent for us human players. Today’s standard AIs’ formulaic predictability is no match for anyone who’s more than a casual gamer, and only serve as early learning tools or punching bags.

StarCraft 1 had its share of customized AIs - take a look at this project, for example. While Blizzard’s Map Maker series of Q&As have revealed several details about the upcoming customization tools, the ability to develop complex emotion and feedback-driven AIs using ScumEdit’s C-like language is yet to be mentioned.

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