Hey, I didn't make this map, but I don't think I have to be in order to notify people of this amazing thing.
With regards to SC2 custom map capabilities, this is one of the kind of games that me and I'm sure many others have been hoping for. It's just amazing.
Anyway, without further ado:
If anyone's played the old 90's game Jetpack, you should spot the uncanny similarity easily:
It's really great to see an old game not only re-made but improved (as far as I can tell) in so many ways.
For those wondering, the game isn't yet released (so I'm posting kinda prematurely), but the developer did say it might get released in January a while ago (about a month).
Wow, this is an example of what I hoped would come out of the editor. I knew something like this should be technically possible, but seeing it actually happen is awesome.
On January 14 2013 14:26 Bobbias wrote: Wow, this is an example of what I hoped would come out of the editor. I knew something like this should be technically possible, but seeing it actually happen is awesome.
We need more stuff like this.
Well, the Sourc[e]x, the author of this map, has the advantage that he can model. That made him a superhero while basically all others including me struggle a bit with models.
But this project is really incredible because he made all of that within a short time frame and just making a powerful editor within a game is plain awesome by itself.
The video was recorded offline, so it has no lags. You should expect the map on battle.net suffer from lag because the network architecture for SC2 uses a synchronized game state. Well, that is happening in the default sc2 game, too, but it's not really noticable unless you rely on button presses like WASD. (Also, it needs to detect that with triggers which takes 1 extra game frame (1/16th game second) to be detected).
So, playing that will feel slightly strange, but it should be possible. At least I'm looking forward trying out this map.
You should have a look at his older project Mass Destruction 2. It should have a comparable delay. That is also an incredibly made map, but it never was popular.
Wow, truly an amazing example of what can be achieved with the SC2 editor. I'm sure the map creator will love the extra publicity his map will get here, especially if it works out well on Bnet.
A way to share maps would be essential with a mod like this, I feel, to get it off it's feet so to speak. A link in the game's description to a forum of some sort should be enough.
On January 15 2013 09:01 Doominator10 wrote: I refu- I say I refuse to believe this came from the sc2 editor. I'm going back into my corner.
yeah my thoughts exactly this is absolutely amazing! such detail and effort going in to custom games is awesome to see keep it up you creative people so less creative and more lazy people like me can enjoy it!!!!!!!!!!!!!!!!!
On January 15 2013 02:27 eXePensai wrote: If this isn't featured at some point, on the battle.net site, I'ma find the man in charge of that and slap him around a bit... This is fantastic!
The official Blizzard youtube user posted in the jetcraft video comments, so I can only assume Blizzard does know about this and is ready and waiting—or at least waiting.
The game looks really well made and having an editor in it is a huge plus to its replayability. I hope the game will have enemies added to it later on, would enhance the game play a lot.
FINALLY! We get to see something high quality that the editor is capable of. I'm getting tired of the remade custom maps from SCBW and WC3 haven't seen a whole lot of innovation.
This is amazing, give the creator the noble prize or something because this is really ground breaking. It's like super mario, but in nintendo 8 bit but cooler, u even got a jet pack!
On January 16 2013 03:31 Schickysc wrote: The creator should be paid for this. That's amazing.
Que HotS arcade market place.
Hmm, I wonder if this is a good way to revive SC2 or battle.net
SC2 could be the new Steam or "Indie" game market once the Arcade market place comes out and more maps like this gets released.
Edit - As someone who mapped a lot in *WC3 I always advertised the SC2 editor as one of the best games ever (not SC2 but the SC2 Editor!).
It's the WC3 editor except less buggy (seriously, WC3's engine was really buggy and crash prone), and much better!
*My proudest moment on WC3 was when I made a Ranger hero with a multishot/barrage ability, like Dota, and made it so that "orb effect" or elemental arrows stacked with the multishot ability!... It may seem easy but it was complicated to do actually. I had to make multiple spell books (for visual effect) had to used a damage detection system, etc.
I had a thunder arrow (had a chance to deal % damage based on HP). Flaming arrow (added bonus damage, and had a chance to cause an explosive AoE). Also a frost arrow (chance to slow enemy severely). AND THEY ALL STACKED WITH MULTISHOT!
(I even used a custom thunder arrow model from someone on hiveworkshop website which looked cool.)
I know that doesn't sound very impressive but it was satisfying once I finished the ability. Yep... that's all I just wanted to say >.>.
Edit 2 - My only complaint with SC2 editor is Blizzard's constant patching sometimes messes things up. I remember I had to redo a bunch of actors because of the 1.5 patch >.< (in SC2, I made sure to create new actors and not use things based on existing units... but despite that the patch screw things up anyway >.<).
Now playable on NA and EU! (single player) Edit: apparently the website said so, but I suppose that's inaccurate. Visit the website to download and run the map.
On July 04 2013 15:51 Insoleet wrote: What if the SC2 Arcade zone become free2play so that people can play to games like this ? :o
I wouldn't be surprised if that's basically what they are doing-- Blizzard All-Stars was originally going to be something like that (I think) but they decided to expand it out beyond a simple custom SC2 map. I'd bet it still uses the SC2 engine, and is basically a custom map that will launch from the Blizzard universal client.
Once you have a unified client that can launch only specific maps for an engine (downloading BAS would just be downloading SC2 and the map file) you have the means to create the Blizzard Map marketplace. Even if at first they only allow / approve a virtuously meaningless fraction of community maps for sale (in the same vein as BAS-- bet your ass that if I'm right it's still an SC2 map it won't be something you can edit and re-release), it helps lay out revenue streams to fund expanding the approval process for paid community maps.
I would say this last generation of Blizzard games are laying the framework for a Steam-like (but ultimately very different) platform: --D3, integrating in-game purchases and payment platforms --SC2, the powerful, Blizzard controlled, map (interactive application) development tool
Even WoW has done a ton of innovative things (disclaimer,not trying to say nobody did them first, but from a programmatic perspective there's only so much you can learn hearing about failure vs failing yourself) --IRL codes redeemable in game --zone "phasing" --Instancing --From before D3, offering a place to buy in-game rewards (spectral mount, w/e) --Rewards from buying other games they sell (standard Steam)
I'd argue that the pet battles system in cataclysm was basically a test-case for player interest in "serious" subgames (well, more accurately, how can we create something with a shared interest in both the hardcore and casual crowds). The comparison isn't perfectly analogous to SC2 customs, but TBH as a reformed WoW addict it was the only thing I gave a shit about for the two weeks I played after cataclysm. They probably never went, "well, we should try to add a subgame to WoW to see if it would fly w/SC2" but having tried something analogous in-house enriches the developer's local culture.
Even IF* every innovation is just the result of a problem that needed to be solved ("How do we stop/profit from people selling diablo items?" "How do we make it easier to iterate / share / develop SC2 storyline missions?" "How should we sell in-game promotional items on an external portal?") they all are critical infrastructure and learning opportunities to build exactly what you are suggesting.
*IF-- even if it wasn't thought about from the higher-ups, I have a hard time believing any serious developer wouldn't think (at the very least occasionally) "Hmmm, I wonder if something like the XYZ I'm building here might have a use in other company project QRST there...."