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		<title>Mod Spotlight – PartyCraft</title>
		<link>http://starcraft2mods.com/blog/featured/mod-spotlight-partycraft/</link>
		<comments>http://starcraft2mods.com/blog/featured/mod-spotlight-partycraft/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 15:09:57 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Spotlight]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[craft]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[OCDrummer]]></category>
		<category><![CDATA[party]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[StarCraft]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=315</guid>
		<description><![CDATA[This week we bring you an interview with OCDrummer, the creator of PartyCraft, one of this weeks featured mods on Battle.net. PartyCraft is a collection of competitive mini games that pits a number of players against each other. STARCRAFT2MODS: What would you say is the major appeal of your map? OCDRUMMER: This map is appealing [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_partycraft.jpg"><img class="aligncenter size-full wp-image-316" title="header_partycraft" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_partycraft.jpg" alt="" width="600" height="220" /></a>This week we bring you an interview with OCDrummer, the creator of PartyCraft, one of this weeks featured mods on Battle.net. PartyCraft is a collection of competitive mini games that pits a number of players against each other.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What would you say is the major appeal of your map?</strong></span></p>
<p><span style="color: white;"><strong>OCDRUMMER:</strong></span> This  map is appealing because it is a fun and familiar game type.  It  follows the same basic game play rules of popular games such as &#8220;Mario  Party&#8221; and &#8220;Uther Party (from WC3).&#8221;  Those being providing fun, fast  paced, challenging, and competitive mini games.  I also try to implement  in each game a &#8220;punishment/reward&#8221; system for the risk takers out  there!</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What changes would you like to see Blizzard make to the editor or the custom map interface portion of Battle.net?</strong></span></p>
<p><span style="color: white;"><strong>OCDRUMMER:</strong></span> So  far from what I have done and seen done in the editor, Blizzard has  fixed a lot of the issues that existed in the WC3 editor, however there  are still some restrictions and limits that have to be worked around  (but those exist in every language!).  Overall, I am able to implement  almost everything that is necessary for Partycraft.  As for the  Battle.net end there are a few things I&#8217;m concerned with.  Most  importantly being there is no clan support!!!   Another being the  popularity system.  It favors smaller games, (1-4 players) that get  continual re hosting due to how small the lobby is.  They are placed  higher than they should be, leaving a lot of larger maps (maps  supporting 8+ players) lingering around the 1000-100 games/hour range.   Everything else seems to be spot on!</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What can users expect from upcoming releases of your map?</strong></span></p>
<p><span style="color: white;"><strong>OCDRUMMER:</strong></span> I try to release at least 1-2 games every 1-3 days (depending on my schedule)</p>
<p>Everyone can expect the global leader board to  return as soon as I am done programming some encryption and hash  functions into it.  Also, more advanced physics and point systems will  be implemented into each game.  I also plan to release about 40-60 mini  games before calling the map &#8220;Finished,&#8221;  if you can even call a map  &#8220;finished&#8221; these days&#8230;</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What advice do you have for up and coming map makers?</strong></span></p>
<p><span style="color: white;"><strong>OCDRUMMER:</strong></span> Work  hard, and stay involved with the community.  The less time you spend  tinkering around with the data/trigger editor, the quicker you can get  your work done, and the community is always there to help.</p>
<p>Consider majoring in Computer Science!!! (I&#8217;ll be receiving my Bachelors in CS Spring 11&#8242;)</p>
<p>Test&#8230;Test&#8230;  and test again!  The worst feeling is playing your own map knowing  there are bugs in it that can compromise everyone&#8217;s enjoyment of it.</p>
<p><span style="color: white;"><strong>OCDRUMMER:</strong></span> Obviously PartyCraft is taking up most of your time at the moment. Are there any other projects you plan on pursuing in the future?</p>
<p>None are  planned currently, I have a lot of game ideas that I end up turning into  mini games.  But I&#8217;m sure after Partycraft has 40ish games in it I may  pursue something else&#8230;</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What other work have you done outside of Starcraft?</strong></span></p>
<p><span style="color: white;"><strong>OCDRUMMER:</strong></span> I&#8217;m  currently earning my Bachelors degree in CS and have done a lot of work  and projects in the field such as interpreter/compiler work, work with  parallel algorithms, OS design (process scheduling, kernel work, memory  management etc.), security and encryption work, and made a Bit Torrent  client.  I am very active in all parts of CS, and am planning on working  towards a Masters Degree in CS, or getting a CS related job after  school!</p>
<p>I would like to take  this time to thank everyone again for your continual support!  Without  all of you, the map would not be as fun or as successful as it is now!</p>
<p>&nbsp;</p>
<p><object width="550" height="334"><param name="movie" value="http://www.youtube.com/v/j7wy7f7_b3Q?fs=1&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/j7wy7f7_b3Q?fs=1&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="550" height="334"></embed></object></p>
<p>&nbsp;</p>
<p>A big thanks to OCDrummer for his time and we all look forward to see all the new minigames over the next few weeks.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>Contest Roundup Week 1</title>
		<link>http://starcraft2mods.com/blog/featured/contest-roundup-week-1/</link>
		<comments>http://starcraft2mods.com/blog/featured/contest-roundup-week-1/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 18:41:39 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[BlizzCon]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[fan]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[movie]]></category>
		<category><![CDATA[nvidia]]></category>
		<category><![CDATA[song]]></category>
		<category><![CDATA[StarCraft]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=305</guid>
		<description><![CDATA[This is the first of a new weekly feature we&#8217;re going to be having. The contest roundup will be your guide to all of the StarCraft related contests going on across the internet. Each week we will list the name of the contests along with the closing dates, the prizes and a short description of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_contest_roundup.jpg"><img class="aligncenter size-full wp-image-311" title="header_contest_roundup" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_contest_roundup.jpg" alt="" width="600" height="220" /></a></p>
<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_contest_roundup.jpg"></a>This is the first of a new weekly feature we&#8217;re going to be having. The contest roundup will be your guide to all of the StarCraft related contests going on across the internet. Each week we will list the name of the contests along with the closing dates, the prizes and a short description of the contest. Good luck to everyone who enters!<span id="more-305"></span></p>
<p>&nbsp;</p>
<p><a title="Nvidia and SCLegacy's Map Design Contest" href="http://sclegacy.com/news/28-scl/818-nvidia-and-sclegacys-map-design-contest">Nvidia and SCLegacy&#8217;s Map Design Contest</a> &#8211; September 5th</p>
<p>1st Place &#8211; EVGA GeForce GTX 460 (768 MB)<br />
2nd Place &#8211; Zeratul vs. Kerrigan Poster and any StarCraft novel (excluding Heaven&#8217;s Devils)<br />
3rd Place &#8211; Any StarCraft novel (excluding Heaven&#8217;s Devils)</p>
<p>Have you ever lost at the hands of a merciless Terran tank push, and  thought to yourself &#8220;If only those back rocks weren&#8217;t so easily  exploitable for the race I currently dislike! These map designers really  need to get their act together!&#8221;, wringing your hands with contempt?  Have you thought up a great new idea for a ladder map that could  completely alter the way certain matchups are played? Then StarCraft:  Legacy and Nvidia want to hear from you!</p>
<p>&nbsp;</p>
<p><a href="http://us.blizzard.com/en-us/community/contests/sc2maps/">StarCraft II Custom Map Contest</a> &#8211; September 11th</p>
<p>3x &#8211; Trip to BlizzCon 2010 (including airfare and accommodations) and $5,000</p>
<p>In our first-ever StarCraft II Custom Map Contest, we&#8217;re challenging you  to craft the most fun, creative, and polished custom map that the  galaxy’s ever seen.</p>
<p>&nbsp;</p>
<p><a href="http://us.blizzard.com/en-us/community/contests/blizzcon10-movie/index.html">BlizzCon 2010 Movie Contest</a> &#8211; September 27th</p>
<p>Grand Prize &#8211; $5,000, one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a> to watch the event live online, and an &#8220;Oswald&#8221; award statue<br />
1st Place &#8211; $3,000, one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a> to watch the event live online, and an &#8220;Oswald&#8221; award statue<br />
2nd Place &#8211; $2,000, one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a> to watch the event live online, and an &#8220;Oswald&#8221; award statue<br />
3rd Place &#8211; $1,000, one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a> to watch the event live online, and an &#8220;Oswald&#8221; award statue</p>
<p>Over the years, we&#8217;ve come to expect fantastic flicks from World of  Warcraft filmmakers, and with the recent release of the StarCraft II  editor, we&#8217;re anticipating some stunning sci-fi spectaculars at this  year’s show. To enter, create an original movie (up to three minutes in  length) using footage from Blizzard Entertainment games, and submit it  before September 27. Winners will be announced and shown live on stage  at BlizzCon. The silver screen awaits!</p>
<p>&nbsp;</p>
<p><a href="http://us.blizzard.com/en-us/community/contests/blizzcon10-song/index.html">BlizzCon 2010 Original Song Contest</a> &#8211; September 27th</p>
<p>1st Place &#8211; $2,000, one signed Echoes of War: The Music of Blizzard Entertainment boxed set, and one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a><br />
2nd Place &#8211; $1,000, one signed Echoes of War: The Music of Blizzard Entertainment boxed set, and one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a><br />
3rd Place &#8211; $500, one signed Echoes of War: The Music of Blizzard Entertainment boxed set, and one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a></p>
<p>The prizes this year are out of sight, with thousands of dollars in cash  prizes going to the best original songs based on the Diablo, StarCraft,  or Warcraft universes. Judged by our very own Blizzard Entertainment  composers, the winning songs will be announced and played live on stage  at BlizzCon 2010.</p>
<p>&nbsp;</p>
<p><a href="http://us.blizzard.com/en-us/community/contests/blizzcon10-fanart/index.html">BlizzCon 2010 Fan Art Contest</a> &#8211; September 27th</p>
<p>1st Place &#8211; Wacom Cintiq 21UX and one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a> to watch the event live online<br />
2nd Place &#8211; NVIDIA video card, one copy of Adobe Photoshop CS5, and one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a><br />
3rd Place &#8211; One copy of Adobe Photoshop CS5 and one <a href="http://blizzcon.rayv.com/">BlizzCon Virtual Ticket</a></p>
<p>Simply submit an original work of art based on the Warcraft, StarCraft,  or Diablo universe before September 27, and you&#8217;ll be entered in a  global contest for a chance to win great prizes and have your artwork  showcased at BlizzCon 2010.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Mod Spotlight – Evolves Classic</title>
		<link>http://starcraft2mods.com/blog/featured/mod-spotlight-evolves-classic/</link>
		<comments>http://starcraft2mods.com/blog/featured/mod-spotlight-evolves-classic/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 22:32:34 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Spotlight]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[classic]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[evolves]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[StarCraft]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=302</guid>
		<description><![CDATA[Evolves Classic is a take on the popular SC1 map &#8220;Evolves.&#8221; Breakspirit has given it an overhaul and continues to support the map adding new evolutions and features. Breakspirit was kind of enough to give us some of his time and answer a few questions about Evolves Classic and what he thinks of StarCraft II, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/EvolvesClassicBanner.jpg"><img class="aligncenter size-full wp-image-303" title="EvolvesClassicBanner" src="http://starcraft2mods.com/wp-content/uploads/2010/08/EvolvesClassicBanner.jpg" alt="" width="600" height="220" /></a></p>
<p>Evolves Classic is a take on the popular SC1 map &#8220;Evolves.&#8221; Breakspirit has given it an overhaul and continues to support the map adding new evolutions and features.</p>
<p><span id="more-302"></span></p>
<p>Breakspirit was kind of enough to give us some of his time and answer a few questions about Evolves Classic and what he thinks of StarCraft II, the editor, and Battle.net so far.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What would you say is the major appeal of your map?</span></strong></p>
<p><span style="color: white;"><strong>BREAKSPIRIT:</span></strong> I  would say that the major appeal is that the map is very simple to  understand and use, but more complicated to become very successful.  The  basic skills are easy to learn, but one must learn to see and take  advantage of openings for attack, as well as knowing when to retreat and  build a new army.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What changes would you like to see Blizzard make to the editor or the custom map interface portion of Battle.net?</span></strong></p>
<p><span style="color: white;"><strong>BREAKSPIRIT:</span></strong> I  would like there to be a full IDE-type interface in which a programmer  could write scripts in text and the editor would be intelligent enough  to see errors and auto-complete lines of code.  Simply being able to  easily find functions and whatnot would make a lot of difference.  The  GUI is very helpful though for new comers.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What can users expect from upcoming releases of your map?</span></strong></p>
<p><span style="color: white;"><strong>BREAKSPIRIT:</span></strong> I  am constantly adjusting the balance of the map from user feedback.  If  you see something that doesn&#8217;t work for you, let me know and I will fix  it.  I read every single email and post people make on my forums and I  try to respond to them all.  Due to this feedback, I have a number of  improvements in the pipeline.  One of the most requested features is an  implementation of heroes or at least super-units.  I have an idea for a  solid implementation of this idea and will be play testing it soon.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What advice do you have for up and coming map makers?</span></strong></p>
<p><span style="color: white;"><strong>BREAKSPIRIT:</span></strong> Extensive  knowledge of programming is not necessary for success, but solid  programming can make the difference between a buggy, loose-playing map  and a solid, enjoyable map.  Starcraft 2 uses a simple scripting system  and it is extremely easy to learn for anyone with limited programming  knowledge.  So, if you&#8217;ve got a good idea, just dive right in and play  with all the buttons and dials and whatnot.  You&#8217;d be surprised what you  can accomplish that way.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: Obviously Evolves Classic is taking up most of your time at the moment. Are there any other projects you plan on pursuing?</span></strong></p>
<p><span style="color: white;"><strong>BREAKSPIRIT:</span></strong> I&#8217;ve had quite a few people  contact me with ideas for maps.  Some of them have been pretty decent  ideas, and I may be getting serious about those soon.  Anything I work  on will be posted at <a href="http://www.breakspirit.com/" target="_blank">http://www.breakspirit.com</a> and discussed on my forums at <a href="http://www.breakspirit.com/forum" target="_blank">http://www.breakspirit.com/forum</a></p>
<p>As I said, I read everything people send me.  So,  if you have any questions or comments about my maps, let me know either  on my forums or send me a direct message at <a href="http://www.breakspirit.com/contact" target="_blank">http://www.breakspirit.com/contact</a></p>
<p>Thanks a lot for your interest in my work!</p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<p>Thanks again to breakspirit for taking the time to talk to us about Evolves Classic. Make sure to check it out on Battle.net!</p>
]]></content:encoded>
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		<title>Texturing Terrain</title>
		<link>http://starcraft2mods.com/blog/tutorials/texturing-terrain/</link>
		<comments>http://starcraft2mods.com/blog/tutorials/texturing-terrain/#comments</comments>
		<pubDate>Sun, 15 Aug 2010 18:12:52 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[brush]]></category>
		<category><![CDATA[cliff]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[height]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[manipulation]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[operation]]></category>
		<category><![CDATA[StarCraft]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=262</guid>
		<description><![CDATA[While height and cliff variation introduce gameplay, the textures applied to the terrain are really what set it apart in terms of look and feel. While gameplay is essential to a good map, the texturing can often be what sells it. When you see a video of a mod or map on YouTube, often times [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_texturing_terrain.jpg"><img class="aligncenter size-full wp-image-263" title="header_texturing_terrain" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_texturing_terrain.jpg" alt="" width="550" height="100" /></a></p>
<p>While height and cliff variation introduce gameplay, the textures applied to the terrain are really what set it apart in terms of look and feel. While gameplay is essential to a good map, the texturing can often be what sells it. When you see a video of a mod or map on YouTube, often times the presentation and aesthetics are what catches the eye, not the gameplay.<span id="more-262"></span></p>
<h4>Texture Operations</h4>
<p>When applying textures to the terrain, the texture brush is pretty much the only tool you&#8217;ll be using. The most basic operation is the add texture operation. All of the parameters work similarly to the way they do in Photoshop. The type parameter represents the specific texture that is to be applied (there can only be 8 textures per map). The increment parameter is essentially the opacity, controlling how much of the texture should be applied by using the brush. If the increment is set to 1, it is impossible to observe the texture being applied because the amount is minuscule. On the other hand, if the increment is set to 255, the texture will entirely replace whatever was there before. The size parameter controls how large the brush is while the speed parameter controls just how quickly the texture is applied (similar to the flow parameter in Photoshop) and the shape obviously controls the shape of the brush.</p>
<p>The style of the brush is where things gets more complicated. The four styles are airbrush, paintbrush, noise, and fractal. The paintbrush is the most simplistic style, laying down texture uniformly in the prescribed shape. The airbrush is very similar to the paintbrush only it has soft edges (the softness is controlled by the falloff which measures how quickly the brush transitions from opaque to transparent).</p>
<p>The noise and fractal styles add random variation to the brush when applying textures. Noise and fractals produce randomness using different formulas and have separate input parameters that contribute to the resulting brush pattern. Suffice to say, these two styles can make certain areas feel more organic and can help when trying to transition from one texture to another.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/texturing_terrain/screen_brush_type.jpg" title="" class="shutterset_singlepic39" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/39__500x281_screen_brush_type.jpg" alt="screen_brush_type" title="screen_brush_type" />
</a>

<p>&nbsp;</p>
<p>While the add texture operation adds texture to the geometry, the remove texture operation does the exact opposite. The operation has all of the same parameters as the add texture operation, only it removes the selected type from the surface. There is one small caveat though, and that is there has to be at least one texture applied to the surface (the terrain cannot be transparent). If there is a subtle texture laying on top of another and you go to remove the base texture underneath, the subtle texture will become more opaque and less transparent.</p>
<p>The uniform texture operations works similarly to the add texture operation, only instead of being able to continually add more texture to the surface, it keeps the level the same. This is controlled by the alpha which determines exactly how much texture to apply. The alpha ranges from  1 to 255, with 1 being almost completely transparent and 255 being entirely opaque.</p>
<p>One of the most powerful operations is the replace texture operation. It allows for switching from one texture to another. If there are multiple textures contributing to the appearance of the terrain, the alpha level of the texture that is being replaced is applied to the new texture that is doing the replacing.</p>
<p>The smudge texture operation allows the user to &#8220;drag&#8221; texture from one area and spread it around. Unlike the smudge operation in Photoshop, the textures are not smeared but maintained. This is useful for quickly spreading a texture around the surface or spreading a combination of textures</p>
<p>The blur textures operation is a simple but extremely powerful operation that is a must for creating transitions between areas. Essentially what happens is the operation attempts to give all of the textures in the brush area the same alpha level. The speed at which this happens is determined by the increment.It is recommended that you use the airbrush style or the noise and fractal styles as they will create a smoother transition instead of a harsh stepping created by the paintbrush.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/texturing_terrain/screen_brush_operations.jpg" title="" class="shutterset_singlepic38" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/38__500x281_screen_brush_operations.jpg" alt="screen_brush_operations" title="screen_brush_operations" />
</a>

<p>&nbsp;</p>
<p>The last operation in the list is the fill texture operation. This one is pretty straightforward in that it floods an entire cliff level with the selected texture type. In practice this is the same thing as Photoshop&#8217;s paint bucket tool.</p>
<h4>Roads</h4>
<p>Roads are a unique element that can be added to any map. While there is only one type of road to choose from (unless you import a custom road), you can easily vary the size by moving the road width slider. Clicking once creates the start point of a road and clicking a second time places a road between the two points. All subsequent clicks will add more road segments to the closest endpoint typically.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/texturing_terrain/screen_road_edits.jpg" title="" class="shutterset_singlepic41" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/41__500x281_screen_road_edits.jpg" alt="screen_road_edits" title="screen_road_edits" />
</a>

<p>&nbsp;</p>
<p>In terms of editing the road segments, if you bring the cursor near a road segment it will draw orange lines to a third point. When it does this, clicking will modify the road segment to move through the point. This is extremely helpful when creating bends and curves. You can also hit the spacebar to switch to selection mode. When in selection mode, green selection icons will appear on the road. You can click and drag these to move sections of the road or you can delete them to remove curves or other features. If you want to have more than one road, simply hold Ctrl when clicking and it will not attach the road segment to a preexisting one.</p>
<h4>Swapping Textures</h4>
<p>While maps are only limited to 8 different textures, it is possible to swap textures for different ones. For example, if you wanted to create a volcano on Agria, you would need to swap a few textures (the Agria texture set obviously doesnt have any volcanic textures like the Char and Redstone texture sets). The easiest way to do this is to first lay down a little bit of the texture you want to replace. In this example, the Agria Rock is going to be replaced by Char Dirt. In order to swap the textures go to the &#8220;Map&#8221; menu and select &#8220;Map Textures.&#8221; There should be a picture of Agria Dirt with an arrow pointing to Agria Dirt and the same for Agria Rock. This window shows all of the textures currently in use on the map.</p>
<p>Click on the &#8220;Modify&#8221; button to open up the data editor and scroll down the right side until you see section titled &#8220;Terrain Textures.&#8221; In the left pane search for the texture you want to overwrite the existing one and select it (Char Dirt in this case) and then select the texture it is going to replace in the right pane (Agria Rock) and click &#8220;Replace.&#8221; After this is done, close the data editor and you&#8217;ll see the map properties window with the textures currently being used. Click on the right icon for the texture to be replaced and you&#8217;ll see a list of all the available textures for the map and you&#8217;ll see that the existing texture is no longer present and that the new texture is in its place. Click on the new texture hit &#8220;ok&#8221; and then hit &#8220;ok&#8221; again in the &#8220;Map Properties&#8221; window and you&#8217;ll be presented with a warning letting you know that all undo history will be lost and that the operation cannot be undone. Click &#8220;Yes&#8221; to continue and you have successfully swapped textures.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/texturing_terrain/screen_texture_swap.jpg" title="" class="shutterset_singlepic42" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/42__500x281_screen_texture_swap.jpg" alt="screen_texture_swap" title="screen_texture_swap" />
</a>

<p>&nbsp;</p>
<p>It is also possible to swap cliff types. In the above example it would be nice to keep the Agria manmade cliffs but replace the organic cliffs with the ones from Char so the volcano can have multiple levels. To replace the cliffs, create a cliff using the cliff type to be replaced and then go to the &#8220;Map&#8221; menu and click on &#8220;Map Textures&#8221; and click on &#8220;Modify&#8221; as was done when replacing the textures. The data editor will appear and the section titled &#8220;Cliffs&#8221; will be near the top as shown in the screenshot below:</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/texturing_terrain/screen_cliff_swap.jpg" title="" class="shutterset_singlepic40" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/40__500x281_screen_cliff_swap.jpg" alt="screen_cliff_swap" title="screen_cliff_swap" />
</a>

<p>&nbsp;</p>
<p>Click on the small &#8220;Add Value&#8221; icon to the right and there will be a drop down menu of all the available cliffs in the game. Select the one you want to use and hit &#8220;ok&#8221; and then close the data editor. Now click on the icon on the right for the cliffs that are going to be replaced and select the new cliffs and hit &#8220;ok&#8221; twice and you&#8217;ll be presented with the same warning message you got earlier. Click &#8220;Yes&#8221; and the cliffs will be replaced.</p>
<p>&nbsp;</p>

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		<title>SC2 Custom Map Contest</title>
		<link>http://starcraft2mods.com/blog/featured/sc2-custom-map-contest/</link>
		<comments>http://starcraft2mods.com/blog/featured/sc2-custom-map-contest/#comments</comments>
		<pubDate>Sat, 14 Aug 2010 20:34:39 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[BlizzCon]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[StarCraft]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=288</guid>
		<description><![CDATA[Blizzard has announced that in preparation for Blizzcon, they are holding a custom map making contest. The prizes are pretty awesome in that it includes an all expense paid trip to Blizzcon where your map will be featured in a special section as well as $5000. If you think you&#8217;ve got the skills and the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_blizzcon_map_contest.jpg"><img class="aligncenter size-full wp-image-293" title="header_blizzcon_map_contest" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_blizzcon_map_contest.jpg" alt="" width="600" height="220" /></a></p>
<p>Blizzard has announced that in preparation for Blizzcon, they are holding a custom map making contest. The prizes are pretty awesome in that it includes an all expense paid trip to Blizzcon where your map will be featured in a special section as well as $5000.</p>
<p><span id="more-288"></span></p>
<p>If you think you&#8217;ve got the skills and the imagination, fire up the StarCraft II Editor that came with your copy of the game and get started. We here at StarCraft2Mods.com certainly know how powerful the editor is and the maps that will come out of this are sure to be nothing short of amazing. Head on over to the contest page <a title="SC2 Custom Map Contest" href="http://us.blizzard.com/en-us/community/contests/sc2maps/">here </a>to check out all the details.</p>
<p>Be sure to stay tuned to the tutorials page in the next few weeks as we have some awesome tutorials coming down the pipe that are sure to aide you in making the best map possible.</p>
]]></content:encoded>
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		<title>Announcer Sounds</title>
		<link>http://starcraft2mods.com/blog/tutorials/announcer-sounds/</link>
		<comments>http://starcraft2mods.com/blog/tutorials/announcer-sounds/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 23:32:20 +0000</pubDate>
		<dc:creator>Kartzan</dc:creator>
				<category><![CDATA[Intermediate]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[announcer]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[editor]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[StarCraft]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[trigger]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=270</guid>
		<description><![CDATA[In one of the more recent patches, Blizzard added the ability to play sounds recorded by an announcer. With over 150 words, numbers, and phrases, the announcer sounds are sure to add a touch of professionalism to just about any custom map (especially PvP maps). Adding the announcer to your maps is pretty easy and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_announcer_sounds.jpg"><img class="aligncenter size-full wp-image-284" title="header_announcer_sounds" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_announcer_sounds.jpg" alt="" width="550" height="100" /></a></p>
<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_announcer_sounds.jpg"></a>In one of the more recent patches, Blizzard added the ability to play sounds recorded by an announcer. With over 150 words, numbers, and phrases, the announcer sounds are sure to add a touch of professionalism to just about any custom map (especially PvP maps).<span id="more-270"></span></p>
<p>Adding the announcer to your maps is pretty easy and straight forward assuming you know how to use triggers. Under actions right click and select New -&gt; New Action and the action window should appear. Choose the sound label and then the standard &#8220;Play Sound&#8221; action. After that you&#8217;ll the sound action has been added. Now you can click on <span style="text-decoration: underline;">Sound Link</span> and your screen should look like the one below:</p>

<a href="http://starcraft2mods.com/wp-content/gallery/announcer_sounds/announcer_sounds.jpg" title="" class="shutterset_singlepic37" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/37__500x281_announcer_sounds.jpg" alt="announcer_sounds" title="announcer_sounds" />
</a>

<p>All of the sounds are listed, but the ones you&#8217;re going to be interested in are the ones that start with &#8220;ModUtilityVoice.&#8221; To the right of the sound is the speaker which is listed as &#8220;ModUtilityVoice&#8221; and to the right of that is the subtitle which displays whichever word or phrase the announcer says for that sound. A list of all the words, phrases and numbers with their corresponding number assignment is listed at the end of this tutorial.</p>
<p>In addition to the prerecorded phrases, it is also possible to have the announcer say any number between 0 and -999,999,999. The way to pull this off is to use the &#8220;Play Announcer Number Sound&#8221; instead of &#8220;Play Sound&#8221;. From there you can enter a number you want the announcer to say and he&#8217;ll spit it out. A sample map with the sound triggers is available for download below:</p>
<p><a title="announcer_sounds.SC2map" href="http://starcraft2mods.com/wp-content/uploads/2010/08/announcer_sounds.SC2Map">announcer_sounds.SC2map</a></p>
<p>00001 &#8211; Level<br />
00002 &#8211; Round<br />
00003 &#8211; Wave<br />
00004 &#8211; Stage<br />
00005 &#8211; Lap<br />
00006 &#8211; Next<br />
00007 &#8211; Previous<br />
00008 &#8211; Final<br />
00009 &#8211; Bonus<br />
00010 &#8211; Ready<br />
00011 &#8211; Go<br />
00012 &#8211; Stop<br />
00013 &#8211; Start<br />
00014 &#8211; Begin<br />
00015 &#8211; 0<br />
00016 &#8211; 1<br />
00017 &#8211; 2<br />
00018 &#8211; 3<br />
00019 &#8211; 4<br />
00020 &#8211; 5<br />
00021 &#8211; 6<br />
00022 &#8211; 7<br />
00023 &#8211; 8<br />
00024 &#8211; 9<br />
00025 &#8211; 10<br />
00026 &#8211; 11<br />
00027 &#8211; 12<br />
00028 &#8211; 13<br />
00029 &#8211; 14<br />
00030 &#8211; 15<br />
00031 &#8211; 16<br />
00032 &#8211; 17<br />
00033 &#8211; 18<br />
00034 &#8211; 19<br />
00035 &#8211; 20<br />
00036 &#8211; 30<br />
00037 &#8211; 40<br />
00038 &#8211; 50<br />
00039 &#8211; 60<br />
00040 &#8211; 70<br />
00041 &#8211; 80<br />
00042 &#8211; 90<br />
00043 &#8211; 100<br />
00044 &#8211; 1,000<br />
00045 &#8211; 1,000,000<br />
00046 &#8211; A<br />
00047 &#8211; B<br />
00048 &#8211; C<br />
00049 &#8211; D<br />
00050 &#8211; E<br />
00051 &#8211; F<br />
00052 &#8211; G<br />
00053 &#8211; H<br />
00054 &#8211; I<br />
00055 &#8211; J<br />
00056 &#8211; K<br />
00057 &#8211; L<br />
00058 &#8211; M<br />
00059 &#8211; N<br />
00060 &#8211; O<br />
00061 &#8211; P<br />
00062 &#8211; Q<br />
00063 &#8211; R<br />
00064 &#8211; S<br />
00065 &#8211; T<br />
00066 &#8211; U<br />
00067 &#8211; V<br />
00068 &#8211; W<br />
00069 &#8211; X<br />
00070 &#8211; Y<br />
00071 &#8211; Z<br />
00072 &#8211; Success<br />
00073 &#8211; Failure<br />
00074 &#8211; Cleared<br />
00075 &#8211; Finished<br />
00076 &#8211; Reset<br />
00077 &#8211; You<br />
00078 &#8211; Win<br />
00079 &#8211; Lose<br />
00080 &#8211; Die<br />
00081 &#8211; Victory<br />
00082 &#8211; Defeat<br />
00083 &#8211; Pass<br />
00084 &#8211; Failed<br />
00085 &#8211; Boss<br />
00086 &#8211; Go!<br />
00087 &#8211; Out of Bounds<br />
00088 &#8211; Disqualified<br />
00089 &#8211; New Record<br />
00090 &#8211; Hero<br />
00091 &#8211; Item<br />
00092 &#8211; Power Up<br />
00093 &#8211; Secret<br />
00094 &#8211; Reward<br />
00095 &#8211; Player<br />
00096 &#8211; Objective<br />
00097 &#8211; New<br />
00098 &#8211; Received<br />
00099 &#8211; Discovered<br />
00100 &#8211; Found<br />
00101 &#8211; Revived<br />
00102 &#8211; North<br />
00103 &#8211; South<br />
00104 &#8211; East<br />
00105 &#8211; West<br />
00106 &#8211; Choose<br />
00107 &#8211; Chosen<br />
00108 &#8211; First Place<br />
00109 &#8211; Second Place<br />
00110 &#8211; Third Place<br />
00111 &#8211; Safe<br />
00112 &#8211; Good Job<br />
00113 &#8211; Nice<br />
00114 &#8211; Warning<br />
00115 &#8211; Danger<br />
00116 &#8211; Caution<br />
00117 &#8211; GG<br />
00118 &#8211; Locked<br />
00119 &#8211; Unlocked<br />
00120 &#8211; Activated<br />
00121 &#8211; Deactivated<br />
00122 &#8211; Phase<br />
00123 &#8211; Area<br />
00124 &#8211; Fantastic<br />
00125 &#8211; Hardcore<br />
00126 &#8211; Epic<br />
00127 &#8211; Hey<br />
00128 &#8211; Hello<br />
00129 &#8211; Welcome<br />
00130 &#8211; Goodbye<br />
00131 &#8211; Red<br />
00132 &#8211; Blue<br />
00133 &#8211; Green<br />
00134 &#8211; Yellow<br />
00135 &#8211; Orange<br />
00136 &#8211; Black<br />
00137 &#8211; White<br />
00138 &#8211; Gray<br />
00139 &#8211; Brown<br />
00140 &#8211; Teal<br />
00141 &#8211; Pink<br />
00142 &#8211; Light<br />
00143 &#8211; Dark<br />
00144 &#8211; First Blood<br />
00145 &#8211; Double Kill<br />
00146 &#8211; Triple Kill<br />
00147 &#8211; Instant Kill<br />
00148 &#8211; Headshot<br />
00149 &#8211; Ownage<br />
00150 &#8211; Killer<br />
00151 &#8211; Masterful<br />
00152 &#8211; Ganked<br />
00153 &#8211; Humiliation<br />
00154 &#8211; Annihilation<br />
00155 &#8211; Fatality<br />
00156 &#8211; Finish Him<br />
00157 &#8211; Left<br />
00158 &#8211; Right<br />
00159 &#8211; Up<br />
00160 &#8211; Down<br />
00161 &#8211; Killed<br />
00162 &#8211; Quit</p>
]]></content:encoded>
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		<title>Razer Giveaway v2.0</title>
		<link>http://starcraft2mods.com/blog/featured/razer-giveaway/</link>
		<comments>http://starcraft2mods.com/blog/featured/razer-giveaway/#comments</comments>
		<pubDate>Mon, 09 Aug 2010 13:39:54 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[giveaway]]></category>
		<category><![CDATA[headset]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[keyboard]]></category>
		<category><![CDATA[mouse]]></category>
		<category><![CDATA[peripherals]]></category>
		<category><![CDATA[SC2]]></category>
		<category><![CDATA[StarCraft]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=165</guid>
		<description><![CDATA[In order to celebrate the launch of StarCraft II: Wings of Liberty, we will be giving away a suite of the new StarCraft II Razer Peripherals.This includes the Spectre (gaming mouse), Marauder (gaming keyboard), and the Banshee (gaming headset). For details and specs about all three, check out our preview post here. Note: The peripherals [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/06/header_sc2_peripherals.jpg"><img class="aligncenter size-full wp-image-83" title="header_sc2_peripherals" src="http://starcraft2mods.com/wp-content/uploads/2010/06/header_sc2_peripherals.jpg" alt="" width="600" height="220" /></a></p>
<p>In order to celebrate the launch of StarCraft II: Wings of Liberty, we will be giving away a suite of the new StarCraft II Razer Peripherals.<span id="more-165"></span>This includes the Spectre (gaming mouse), Marauder (gaming keyboard), and the Banshee (gaming headset). For details and specs about all three, check out our preview post <a title="SC2 Gaming Peripherals" href="http://starcraft2mods.com/blog/featured/starcraft-2-gaming-peripherals/">here</a>.</p>
<p>Note: The peripherals aren&#8217;t even up for preorder yet, so if you win you won&#8217;t actually get the prize until it hits the market.</p>
<p><span style="text-decoration: line-through;"><strong>Update</strong>: In response to some concerns about picking a winner, it is done randomly using a random number generator paired with user&#8217;s unique ID&#8217;s. Also, the winner has seven days to respond via email once they have been notified of their winning. If they fail to respond, we will either reselect or extend and modify the contest, whichever seems more suitable at the time (if you signed up on the site with an email address you don&#8217;t check, you better change that).</span></p>
<p><span style="text-decoration: line-through;"><strong>Update 2:</strong> We&#8217;ve extended the deadline because of some complaints we&#8217;ve received about the responsiveness of our mail server. In rare instances it may take a few hours to receive the registration email. Be patient and register sooner rather than later!</span></p>
<p><span style="text-decoration: line-through;"><strong>Update 3:</strong> Congrats to SuperStitiouS for winning out Razer giveaway! Stay tuned later this month for an ever better giveaway <img src='http://starcraft2mods.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </span></p>
<p><strong>UPDATE:</strong> After finding out that our last winner&#8217;s account was tied to a nonexistent email address, we&#8217;ve decided to run the competition again with a few changes. Here are the new rules:</p>
<ul>
<li>Users must be registered with a valid email address.</li>
<li>People wanting to participate need to post a comment in this thread (to cut down on the number of bogus entries).</li>
<li>Users need to follow us on Facebook or Twitter (follow us on one or the other, we understand everyone might not have both). Follow us on Twitter <a title="SC2Mods on Twitter" href="http://twitter.com/SC2Mods">here </a>and join us on Facebook <a title="SC2Mods on Facebook" href="http://www.facebook.com/#!/pages/SC2Mods/345685470962">here</a>.</li>
<li>The new closing date is Sunday August 15th at 11:59 pm EST.</li>
<li>There will be three winners (instead of one). The first user selected will get first choice of either the mouse, headset, or keyboard listed above. The second user selected will get the second pick, etc.</li>
</ul>
<p>If you have any questions, please post them in the comments section. If you&#8217;ve already posted, there&#8217;s no need to do it again.</p>
<p><strong>WINNERS UPDATE:</strong> Congrats to the winners and thank you to everyone who participated. Stay tuned for more contests coming in the near future as well as a lot more content.</p>
<p>1st Place &#8211; timewalker<br />
2nd Place &#8211; cloudsfs<br />
3rd Place &#8211; mrdiablo</p>
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		<title>Mod Spotlight – Overrun!!</title>
		<link>http://starcraft2mods.com/blog/featured/mod-spotlight-overrun/</link>
		<comments>http://starcraft2mods.com/blog/featured/mod-spotlight-overrun/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 19:37:30 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Spotlight]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[overrun]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[StarCraft]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=223</guid>
		<description><![CDATA[Each week we plan to shed some light on an up and coming mod that the community has taken a liking to. This week we&#8217;ve decided to feature none other than RainGame&#8217;s Overrun!! Overrun!! is a base defense map that pits four players against multiple waves of zerg. The goal is to protect the main [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_spotlight_overrun.jpg"><img class="aligncenter size-full wp-image-229" title="header_spotlight_overrun" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_spotlight_overrun.jpg" alt="" width="600" height="220" /></a></p>
<p>Each week we plan to shed some light on an up and coming mod that the community has taken a liking to. This week we&#8217;ve decided to feature none other than RainGame&#8217;s Overrun!!<span id="more-223"></span></p>
<p>Overrun!! is a base defense map that pits four players against multiple waves of zerg. The goal is to protect the main communications tower at the center of the map. The game is split up into 3 tiers of increasing difficulty and complexity (only the first two tiers are playable in the current release). In addition to supporting 4 player multiplayer the mod is designed so that enemies only spawn for active players, allowing players to play by themselves if they like.</p>
<p>RainGame was generous enough to give us a few minutes of his time to discuss the future of Overrun!! and what he thinks of StarCraft II: Wings of Liberty and the editor.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What would you say is the major appeal of your map?</strong></span></p>
<p><span style="color: white;"><strong>RAINGAME: </strong></span>I think the major appeal is that  the map is very straightforward at the beginning and easy to understand.  The player isn&#8217;t immediately bombarded with a bunch of different  buttons and tech options. It starts out very simple with just basic  bunker placement, but it quickly branches out and allows for many  different unit compositions and builds. The options and choices the  player has are arranged very logically, and I try to keep most units and  strategies somewhat balanced.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What changes would you like to see Blizzard make to the editor or the custom map interface portion of Battle.net?</strong></span></p>
<p><span style="color: white;"><strong>RAINGAME:</strong></span> If you  asked me what I thought of the editor during the first couple weeks  after it was released, I would have said that it was extremely  frustrating and tiresome. But after having about 2 months of practice  with it, I can now say that I really really like it. It is an incredibly  powerful editor, and actually very easy to use once you learn the  basics. It is more complicated than the WC3 editor, but the added  freedom it gives is well worth it.</p>
<p>The  custom map interface on the other hand, is a different story. In its  current state, I would say it is a step in the right direction over the  WC3 custom interface. An organized stable list of maps and joining as a  party alleviates a lot of the frustrations of the old WC3 style. In WC3, Finding  maps you wanted to play, and getting your friends a spot in them was a  chore. New maps could appear in the first page, but they were quickly  scrambled among the rest of the DotA games, unjoinable games due to the  hosts bad port settings, and advertisements. The SC2 custom map  interface fixes most of the problems, and overall provides a much better  experience, but lacks a few key features: (1) new maps that appear at  the bottom of the popularity list need some way within the interface to  get publicity more easily. (2) Maps need a way to have game specific  titles or notes.</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What can users expect from upcoming releases of your map?</strong></span></p>
<p><span style="color: white;"><strong>RAINGAME:</strong></span></p>
<ul>
<li> Tightening up the balance of units and the difficulty of the waves.</li>
<li> Tier  3, which will feature the most extravagant unit abilities and enemies  in the game. Tier 3 is going to be the most demanding in terms of how  active the player is.</li>
<li> Endless mode, which will be after tier 3 and will test the endurance of players.</li>
<li> More overdrives, which will heavily focus on teamwork between players.</li>
<li> Cleaning up many areas of the map that were limited by the resources available in the Beta.</li>
</ul>
<p><span style="color: white;"><strong>STARCRAFT2MODS: What advice do you have for up and coming map makers?</strong></span></p>
<p><span style="color: white;"><strong>RAINGAME:</strong></span> Take it slow at first. Don&#8217;t start off with some massive project in mind.  Follow a few basic tutorials online on different aspects of the editor  until you feel like you know how to make the first 5 minutes of your  map. Start with the bare bones and slowly add in new features, or else  you will get lost in the chaos. If you have a great idea for a map,  start with the most basic concept of it at first. Overrun!! started as a  very basic defense game in SC1 that I made. I started to remake it for  SC2 (just to learn how to use the editor) and it eventually turned into a  map with many different units, abilities, and effects.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/spotlight_overrun/overrunsc1.jpg" title="" class="shutterset_singlepic34" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/34__500x375_overrunsc1.jpg" alt="overrunsc1" title="overrunsc1" />
</a>

<p><center>A screenshot of Overrun!! for the original StarCraft</center></p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/spotlight_overrun/overrunsc2old.jpg" title="" class="shutterset_singlepic36" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/36__500x307_overrunsc2old.jpg" alt="overrunsc2old" title="overrunsc2old" />
</a>

<p><center>A screenshot of Overrun!! early in development</center></p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/spotlight_overrun/overrunsc2new.jpg" title="" class="shutterset_singlepic35" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/35__500x283_overrunsc2new.jpg" alt="overrunsc2new" title="overrunsc2new" />
</a>

<p><center>A screenshot of Overrun!! in the editor</center></p>
<p>&nbsp;</p>
<p><span style="color: white;"><strong>STARCRAFT2MODS: Obviously Overrun!! is taking up most of your time at the moment. Once tier 3 is complete and polished, are there any other projects you plan on pursuing?</strong></span></p>
<p><span style="color: white;"><strong>RAINGAME: </strong></span>I really like SC2 and love the editor, so I do plan on working on new  maps (hopefully a with a team of people). I definitely want my next map  to be some sort of PvP arena based game. Slow strategic defense games  are fun, but I love the crazy hectic fun PvP ones as well. I also want  to get back into making flash games, sort of an old passion of mine,  though I haven&#8217;t made anything presentable in flash as of yet.</p>
<p>StarCraft2Mods.com: Thanks again RainGame for taking time to talk to us. And for all our readers who are interested in Overrun!!, take a look at the preview video below and check out the mod on Battle.net!</p>
<p>&nbsp;</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="334" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/a4lx8jcxx6A&amp;hl=en_US&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="334" src="http://www.youtube.com/v/a4lx8jcxx6A&amp;hl=en_US&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Manipulating Terrain</title>
		<link>http://starcraft2mods.com/blog/tutorials/manipulating-terrain/</link>
		<comments>http://starcraft2mods.com/blog/tutorials/manipulating-terrain/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 19:19:22 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[brush]]></category>
		<category><![CDATA[cliff]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[height]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[manipulation]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[operation]]></category>
		<category><![CDATA[ramp]]></category>
		<category><![CDATA[StarCraft]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[water]]></category>

		<guid isPermaLink="false">http://starcraft2mods.com/?p=181</guid>
		<description><![CDATA[Once you&#8217;ve got the editor up and running and you&#8217;ve created a new document, its time to start creating the general layout of the map. While its very possible to jump right in and start working on scripting ai, or customizing units (modding is by no means a linear process), we highly recommend you start [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://starcraft2mods.com/wp-content/uploads/2010/08/header_manipulating_terrain.jpg"><img class="aligncenter size-full wp-image-216" title="header_manipulating_terrain" src="http://starcraft2mods.com/wp-content/uploads/2010/08/header_manipulating_terrain.jpg" alt="" width="550" height="100" /></a></p>
<p>Once you&#8217;ve got the editor up and running and you&#8217;ve created a new document, its time to start creating the general layout of the map. While its very possible to jump right in and start working on scripting ai, or customizing units (modding is by no means a linear process), we highly recommend you start by mapping out the general layout of the map.<span id="more-181"></span></p>
<h4>Manipulating Height</h4>
<p>When you first open up the editor and create a new document, the terrain layer will be active and the height brush will be selected. The height brush is responsible for raising and lowering terrain. The height of the terrain does not impact gameplay like cliffs do (all of the multiplayer maps created by Blizzard do not have any terrain manipulation in order to maintain balance better).</p>
<p>With the terrain brush there are several different operations that can be done to manipulate the height of the terrain. The first two operations, the raise and lower operations, are pretty straightforward in their use. In the screen shot below, the area around 1 is raised and the area around 2 is lowered. Both of these were created with a brush of size 6. The noise operation introduces random variation in the height. The area around 3 was created with a brush of size 16 using the noise operation.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/manipulating_terrain/screen_editor_height_basics.jpg" title="" class="shutterset_singlepic32" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/32__500x281_screen_editor_height_basics.jpg" alt="screen_editor_height_basics" title="screen_editor_height_basics" />
</a>

<p>&nbsp;</p>
<p>As with most of the brush operations in the terrain editor, the raise and lower operations have several input parameters ranging from the size and shape of the brush to the the falloff and style of the brush. These inputs work very similarly to the way they do in Photoshop and other image editing programs. In addition to the standard configuration parameters, the editor also supports tablet input. If you have a tablet the pressure sensitivity corresponds to the size and strength of the brush.</p>
<p>The uniform brush looks at the height at the center of the brush and adjusts the surrounding terrain to match that height. It is very helpful when trying to create plateaus and similar features as can be seen around area 1. The smooth brush does just as you think it would by smoothing out the terrain to make rolling hills out of jagged peaks. The majority of the parameters control just how quickly the brush changes the terrain. The smooth brush was used around area 2 to create a less varied terrain level.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/manipulating_terrain/screen_editor_height_basics_op.jpg" title="" class="shutterset_singlepic33" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/33__500x281_screen_editor_height_basics_op.jpg" alt="screen_editor_height_basics_op" title="screen_editor_height_basics_op" />
</a>

<p>&nbsp;</p>
<h4>Cliffs</h4>
<p>Cliffs play a major role in both gameplay and aesthetics. In standard melee gameplay, units with the high ground have a distinct advantage in that they can fire down on enemies without suffering return fire. Of the four possible cliff levels, only three are playable on with the forth being used purely for aesthetic purposes (this level is the bottom most one and is often obscured by water, lava, or fog).</p>
<p>For almost every texture set, there are two different types of cliffs; natural and man made. The difference between the two can be seen in the screenshot below. Areas 6 and 7 show the organic cliffs in the Bel-Shir tile set while the other areas show off the manmade cliffs. Area 1 shows the top most cliff level while area 2 shows the next level and area 4 showing the default level. Areas 5 and 7 show off the lower level that is unplayable with area 5 being obscured by water.</p>
<p>&nbsp;</p>

<a href="http://starcraft2mods.com/wp-content/gallery/manipulating_terrain/screen_editor_cliffs.jpg" title="" class="shutterset_singlepic31" >
	<img class="ngg-singlepic ngg-center" src="http://starcraft2mods.com/wp-content/gallery/cache/31__500x281_screen_editor_cliffs.jpg" alt="screen_editor_cliffs" title="screen_editor_cliffs" />
</a>

<p>&nbsp;</p>
<p>The raise an lower cliff operations do just as you would imagine, but they can be difficult to work with sometimes especially when creating complex outlines. This is where the same level cliff operation comes to the aide. Simply place the cursor over a cliff level, click, and the area you pull your mouse over will become a cliff of that level.</p>
<p>Ramps are also a critical part of creating cliffs in that they allow units to move from one level to another. To place a ramp, simply use the add ramp operation. Manmade and organic ramps can bee seen in areas 3 and 6 respectively. When removing ramps it is critical to use the remove ramp operation.</p>
<p><strong>IMPORTANT: </strong>If you do not use the remove ramp operation you may end up with holes in your map that are impossible to fix.</p>
<p>In terms of cliff aesthetics, you can cycle through the cliff faces by brushing over the cliff area with the same level cliff operation</p>
<p>&nbsp;</p>

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		<title>SC2 Review Roundup</title>
		<link>http://starcraft2mods.com/blog/featured/sc2-review-roundup/</link>
		<comments>http://starcraft2mods.com/blog/featured/sc2-review-roundup/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 19:54:22 +0000</pubDate>
		<dc:creator>Zeratul</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[custom]]></category>
		<category><![CDATA[ii]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[Protoss]]></category>
		<category><![CDATA[review]]></category>
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		<description><![CDATA[Its been a long time coming, but StarCraft II: Wings of Liberty has finally made it into the hands of millions of fans across the goal. The big question is, did Blizzard do the original justice?With a compelling plot, colorful characters, a multiplayer experience that trumps all others, and an editor with a gazillion assets [...]]]></description>
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<p>Its been a long time coming, but StarCraft II: Wings of Liberty has finally made it into the hands of millions of fans across the goal. The big question is, did Blizzard do the original justice?<span id="more-168"></span>With a compelling plot, colorful characters, a multiplayer experience that trumps all others, and an editor with a gazillion assets to play with, we&#8217;re pretty sure fans will be pleased (hell, we certainly are). Over the past week we&#8217;ve flown through the single player campaign on hard and we&#8217;re happy to say it is just as epic as Blizzard promised. Over the course of nearly 30 missions, players are faced with tough choices over who they want to ally themselves. All of the main characters are extremely colorful in terms of their attitudes and dialogue and they are usually always willing to give you a piece of their mind.</p>
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<p>As for the actual gameplay, the mechanics don&#8217;t differ much from the original (which is a good thing). The few mechanics that have been tweaked result in a much more pleasant experience that allows the player to focus more on strategy and tactics than needlessly microing certain units. The ability to queue up a unit&#8217;s actions (for example ordering a SCV to build multiple bunkers or supply depots) as well as the ability to select an almost infinite number of units (the limit is actually right around 256) streamlines the entire gaming experience.</p>
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<p>One of the major things players will notice, is the difference between the campaign and the multiplayer. The campaign features dozens of units and a bevy of upgrades that are not found in competitive play. Most RTSs use the campaign to prep players for the multiplayer, but Blizzard departs from this practice by encouraging players to play through a series of &#8220;challenges&#8221; that will test and hone a player&#8217;s skill to better survive in the ultra competitive arena we&#8217;ve come to know as StarCraft II&#8217;s multiplayer. Playing against the AI is also encouraged before jumping into the multiplayer.</p>
<p>While the multiplayer component may be scary to newcomers, Blizzard has made it much more accessible by creating ladders for players of different skill levels. While this doesn&#8217;t guarantee that players will always be matched against an equally skilled opponent, it does create a goal to work towards.</p>
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<p>As for user created content, Blizzard has outdone themselves by producing an extremely polished, user friendly editor. While the number of custom maps and mods are increasing day by day, we expect there to be a wide selection of awesome content a few weeks down the road, things that will trump anything we&#8217;ve seen with the WarCraft III editor.</p>
<p>We won&#8217;t try and give StarCraft II: Wings of Liberty a score (the MetaCritic rating at the time of writing is nice and high at 96), but we will say it is well worth your hard earned cash. Check out some snipets of reviews below along with their associated scores if you need more convincing. We&#8217;ll update the reviews below as they roll in.</p>
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<div><strong><span style="color: white;">Joystiq &#8211; 100</span><br />
</strong>StarCraft 2 didn&#8217;t change the formula because it didn&#8217;t need to. This  isn&#8217;t just a fresh coat of paint on StarCraft, it is StarCraft, right  down to its pixelated bones. It&#8217;s proof that games don&#8217;t have to be  disposable, that some games are so creative and balanced and fun that  they don&#8217;t go out of style or disappear over the years. Some games, it  turns out, really are timeless. <a title="Joystiq Review" href="http://www.joystiq.com/2010/07/28/starcraft-2-review/">Joystiq Review</a></div>
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<div><strong><span style="color: white;">Games Radar &#8211; 100</span></strong><br />
The wait was worth it. StarCraft II: Wings of Liberty delivers on all  fronts with unique singleplayer missions, a gripping story for the  campaign and excellent multiplayer. Prepare yourself for the definitive  RTS of the decade. StarCraft II is the new standard and will cast a  shadow over all RTS titles that follow for quite some time. <a title="Games Radar Review" href="http://www.gamesradar.com/pc/starcraft-ii/review/starcraft-ii-wings-of-liberty-super-review/a-20100730112457613062/g-20070518211627437097">Games Radar Review</a></div>
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<div><strong><span style="color: white;">Destructoid &#8211; 95</span><br />
</strong>Somehow, Blizzard has managed to make StarCraft II feel instantly  familiar, while still keeping the entire game feeling fresh and new. The  single-player is ridiculously fun, the multiplayer is as addictive as  hell, and virtually every new mechanic Blizzard has introduced has  helped to improve the game. <a title="Destructoid Review" href="http://www.destructoid.com/review-starcraft-ii-180400.phtml">Destructoid Review</a></div>
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<div><strong><span style="color: white;">Game Trailers &#8211; 95</span></strong><br />
If judged solely on its failure to resolve its story, Wings of Liberty  could have been a disappointment. But with a production so carefully  thought out, masterfully designed, and flawlessly executed, it&#8217;s  impossible to come away from the game with a negative impression.  Starcraft II is the sequel that we&#8217;ve been waiting for. <a title="Game Trailers Review" href="http://www.gametrailers.com/gamereview.php?id=4868">Game Trailers Review</a></div>
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<div>For a full list of reviews that contribute to the MetaCritic score, check out StarCraft II: Wings of Liberty&#8217;s MetaCritic page <a title="SC2 MetaCritic Page" href="http://www.metacritic.com/games/platforms/pc/starcraft2#critics">here</a>.</div>
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