Dear visitor, welcome to Sc2mod Forums. If this is your first visit here, please read the Help. It explains in detail how this page works. To use all features of this page, you should consider registering. Please use the registration form, to register here or read more information about the registration process. If you are already registered, please login here.

Welcome at sc2mod.com!

Sc2mod is an open modding community for Starcraft 2. Our aims are to provide knowledge, resources and discussion to map creators and try to help each other. Whether you just started creating your first map, or are an experienced modder seeking feedback for your projects, you are always welcome here. Become a part of our community, get answers, feedback, and discussion and spend a good time with us.
We are currently still seeking staff members. We are a friendly team of modders wanting to help wherever possible and pushing the limits of sc2 modding. If you are have a bit experience, are active, helpful and friendly, we would like to welcome you in our team. Read more about it here.

News

Custom Map Upload Limits Increased!

written by Lord GiantR at Friday, September 3rd 2010, 2:15pm

Blizzard has improved the custom map upload limits to allow mapmakers to host more and bigger maps.
Long story short, they increased the limit to 10 maps and 50MB total.

Official Blizzard Statement
As part of our ongoing efforts to foster a productive and happy StarCraft II mapmaking community, we recently asked players to share their thoughts and ideas on how the custom map system might be improved. Some mapmakers noted that the current limits placed on custom map publishing felt too restrictive and, as a result, made their mapmaking experience less enjoyable.

We've taken this feedback to heart and increased custom map upload limits in two ways. Players are now provided with a total of 10 custom map slots and up to 50 MB of total map storage space. Ultimately, we want players to be able to share more maps with the community, and we feel these changes will supply mapmakers the additional freedom they need to better flex their creative muscles.

We'll be carefully monitoring how this additional storage is used by players and, as always, will continue to seek your feedback for how we may further improve the Battle.net mapmaking and publishing experience.

Source: Blizzard site.

In my opinion, it still won't be enough, but it's a good start.

Situation Report: Patch 1.1 and Beyond

written by MasterCassim at Saturday, August 28th 2010, 4:27am

There is some nice information from Blizzard about the next patch. They are adding many balance changes and planning new editor features. However, they haven't provided details about the editor changes. Here is their full message:

Situation Report: Patch 1.1 and Beyond
Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.

To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.

Balance Changes

  • We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.


Maps

  • We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.


Protoss

  • We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.


Terran

  • There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
  • Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
  • Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their
...[Read on]

Andromeda v1.5 released

written by geX at Tuesday, August 24th 2010, 4:49pm

Version 1.5 greatly improves on 1.4, which was rendered unusable by internal Andromeda errors. Nearly all of the bugs have been fixed so you can now code without ugly workarounds. There is still a very small number of minor bugs which should not be much of an issue, and they will be soon fixed as well. Code injection will also looked at.

The major new feature of 1.5 is the extension of generic classes. There are still more advanced features such as interfaces and bound generic types which have not yet been implemented, so we still have a way to go.

Thank you to everyone for your patience and for your help in reporting bugs. And don't forget to check out the Andromeda Standard Library!

Links:
Andromeda Download and Changelog
Andromeda Standard Library

Patch 1.0.3

written by MasterCassim at Wednesday, August 18th 2010, 1:11pm

The third patch is now online. It fixes only one bug but maybe there are some hidden changes.

StarCraft II: Wings of Liberty - Patch 1.0.3
Bug Fixes

  • Fixed an issue preventing some players from accessing offline play from the login screen.

Patch 1.0.2

written by MasterCassim at Friday, August 6th 2010, 12:31pm

The second patch after release is out not. It fixes only some single player issuses. Nothing special.

StarCraft II: Wings of Liberty - Patch 1.0.2
Bug Fixes

  • Fixed an issue where campaign mission victories would not always trigger properly.
  • Fixed an issue where some players were unable to access single-player features.

News overview

Last news

Last threads