Sunday, January 2, 2011

StarCraft 2 Custom Maps

Custom map philosophy


The panel began with a breakdown of the cartography in three steps clear design team approach:


1) Find the "fun factor". No matter how intricate or perfectly coded is map, if it is not fun, anyone want to play. This it is a good idea to get map work as quickly as possible, keeping in final nail and adjust until you know that the map is really fun to play. This can help you to avoid a situation where invested countless hours on a single map, only to publish it and discover that never really was his original vision.


(2) Make sure that the map is easy to learn. Ideally, players should be able to join your map custom for the first time and feel like compete immediately. This does not mean the map cannot be elegant or complex, but should be accessible and intuitive, with gameplay elements that are clear and easy to pick up.


(3) Actively seek and encourage comments. Don't be afraid to ask questions or act in a constructive criticism that it receives.


Designers stressed that, foremost, target team in the creation of maps custom officers is not overcome player contributions, but continually provide better, more robust tools for mapping community. Using the editor of StarCraft II to produce official maps, designers can identify ways to improve the process, facilitating cartographers of aspirants and veterans get his work published in Battle.NET and perhaps even create the next big thing.


All new Blizzard Custom Maps: left Die 2, head of Aiur and Blizzard DOTA


The team was to discuss how their design approach is applied in practice, through three custom maps made by upcoming Blizzard as examples. Some knowledge about inspiration each map and general gameplay gave the audience members.


Die left 2


Die left 2 offers a cooperative decision-making in StarCraft II: Wings of Liberty campaign mission Outbreak (i.e., the mission was only where safe to leave during the day), which received a lot of positive feedback from the community. Feeling Outbreak creates a dynamic and fun environment that encourages coordination and promote the importance of the offensive and defensive, adapted to this mission in a minigame based computer enabling players to share technology trees, design team win points of research by destroying buildings infested during the day and create the defenses of land developed, all hoping to survive through the night against hordes of zombies zerg slavering.


Head of Aiur


Players get put Guerrero fan Hat cooks skilled in the arts of the kitchen and killing in this minigame based on the round. Each round of Aiur chef will have a theme ingredient, and players will have to fight (sometimes even death) to collect components scattered around the map to make a variety of succulent meals.  Each dish created using the ingredient will reward points, and the player with more points at the end of all three rounds will be called executor chef, culinary guru of the Koprulu Sector throughout.


Designers also share the origin story for "Aiur Chef," Noting that the inspiration for this particular custom map arose during navigation on the list of drives in the StarCraft II editor. To discover that he had a number of objects available food, was born the idea of a minigame based cuisine where fanatical punctured delicious sweets in your modules of psi.


Kitchen Allez!


Blizzard DOTA


Of view maps in fact for many large, Aeon of discord and the defense of the ancients-based player, the designers felt inspired to create their own adaptation of these legendary StarCraft and Warcraft III custom using mods updated graphics, custom character models and epics of new environments.


Blizzard DOTA is a minigame 5 vs 5 themed Chess Board, with three lanes, two bases, based on the excess in the farming and an emphasis on the protection of key structures. Players can choose between 12 iconic heroes of the universe of Blizzard, including superstars such as Kerrigan, Sylvanas, Jim Raynor Muradin Bronzebeard, each with its own unique and tactical skills.


It is important to bear in mind that all these custom maps are still in its formative stage and does not yet have a release date. BlizzCon attendees have a unique opportunity to withdraw the first demos, these maps will continue to be refined, polished and possibly even increased, as development continues to ensure that they are epic, balanced, and - most importantly, fun.


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StarCraft II: Cheat Codes

To activate these cheats in StarCraft 2: wings of liberty (on your PC or Mac - working for both systems), press enter during gameplay to open the console, and then simply type in the trick you want and press ENTER again to activate and the corresponding effect. You must obtain a notice indicating the trick has been entered successfully. Note that cheaters only work in a StarCraft 2 player modes (e.g. customer, campaign, tutorial, etc.).

To repeat the last trick used (for example, 5 billion credit) without having to type it again, you can only open the console then press "=" then enter and repeating the trick play. Make sure to read the warning below regarding cheats and achievements too!

God mode

Type "terribleterribledamage" to activate the mode of God.

-Thanks Devin!

5 Billion credits of

Type "whysoserious" to receive credits instantly 5 billion in the single player campaign.

5,000 Gas

Type "realmendrilldeep" to receive gas from 5,000 to instantly.

Units of do not cost resources

Type "moredotsmoredots" and resource needs is ignored when you create more soldiders (cost checking disabled).

Disabled victory conditions

Type "tyuhasleftthegame" and the conditions of Victoria will be disabled for your game.

Granted resources

Type "jaynestown" and receive terrazine gas. It is a mineral that is required only for Belshir mission.

-Thanks Sammy/Pepito jenkins!

Disable Tech requirements

Type "sosayweall" and all technology requirements will be disabled. This is a reference to the phrase "say it all we are" in the most recent media Battlestar Galactica series.

Song "Terran until the night"

Type "OverEngineeredCodPiece" and the song to play "Earth until the Night". Note that this will not disable achievements as the other cheats.

Menu animations

Type "eyeofsauron" to see the menu animation.

Upgrade weapons, armor and coat by one

Type "iamironman" to update all their weapons, armor and coat with 1.

Disable the ability of Game

Type "hanshotfirst" and disables the cooldowns capacity.

Losing the game

Type "cadeeasygoin" lose the current game instantly.

Quick creation

Type "basestarsprimative" or "reversingnazaire" in order to build things faster.

Faster doctors

Type "fsbcomunicacion" and their doctors will be able to heal more quickly.

Disable the PSI and power requirements

Type "mintmansoperator" and all food and ISPs requirements will be disabled.

5,000 Mineral and gas Vespene

Type "smoldersbolds" and you will receive 5,000 minerals and vespene gas instantly.

5,000 Minerals

Type "stroaksmolts" and you will receive 5,000 minerals instantly.

Defeat disabled conditions

Type "ypoonsvoicemail" and all conditions of defeat is disabled.

Display progress of the mission

Type "dzmhairspring" and the progress of the mission is displayed on the screen.

Disable the war cloud

Type "sawnoutofmemory" and disable Fog of War, revealing the complete map for you.

Time of the day

Type "qrotero" and the time of day will be disabled.

Instant Win

Type "cmethodfeedback" and will instantly win the current game.

Instant loss

If you wish to download instantly (for whatever reason!), type "cadeasygoin".

Mission dialog graphics

Type "lyingpect" and the current mission Chart dialog box can be selected.

TV news

Type "furabranchery" and turns on the TV news trick (this makes use of missions outside).

Research centres

Type "wapboinkers" and free research points will be awarded.

If you use a trick in StarCraft 2, then you won't be able to earn achievements while trick is active.  You need to either begin a new charge OR game game previously saved in order to be able to win once more achievements


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StarCraft 2 Patch 1.1.3

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Starcraft 2 Patch 1.1.3 | Statcraft 2, SC2 Fansite- SC2Rocks.com HomeBuy Starcraft 2 Guide and SC2 GuideRSS

Statcraft 2, SC2 Fansite- SC2Rocks.comStatcraft 2, SC2 Fansite- SC2Rocks.comStatcraft 2, starcraft 2 guide, starcraft 2 replay and more.Recommended SC2 GuideStarcraft 2 GuideStarcraft 2 NewsStarcraft 2 Races & UnitsStarcraft 2 ReplayStarcraft 2 Patch 1.1.3Filed Under: Starcraft 2 News by manos — Leave a commentDecember 13, 2010

Patch 1.1.3 is now live and fixes some minor bug fixes.

General

New game categories have been added to filter Tower Defense and Tug of War custom maps.

Balance

TERRAN Thor This unit will now prioritize attacking ground combat units over Medivacs.

Bug Fixes

Fixed a desync that could occur when trying to watch replays that had a dependency on bank files.
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ForumStarcraft 2 ForumRecent PostsStarcraft 2 Patch 1.1.3Starcraft 2 Free Name Change AvailableHow to watch starcraft 2 replay?Starcraft 2 ReviewStarcraft 2 Cheat Codes UpdateTagscampaignearly gameeaster eggfixfruit dealerguidehotkeysmacromatchmicromonthly feename changenovelpatchproprotossreplaysc2sc2 cheatsscreen shotshow girlshowmatchsingle campaignskillslayers boxerStarcraft 2starcraft 2 cheatsStarcraft 2 DownloadStarcraft 2 GuideStarcraft 2 Replaystarcraft 2 unitstatcraft 2storystrategystrategy vediosystem requirementtech treeterrantop playerstower defenseunitunit statswings of libertyzergZvTYour Ad HerePowered by WordPress | Theme: Motion by 85ideas.[ Back to top ]???????cnzz&51la for wordpress,cnzz for wordpress,51la for wordpress

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StarCraft 2 rename account


All StarCraft II accounts have been granted one free name change. If you’d like to change your character name, log in to Account Management and choose your StarCraft II: Wings of Liberty game license. On your game license screen a “Character Name Change” button at the bottom will initiate the request. After confirming that you’d like to change your character name, simply log in to StarCraft II and you’ll be prompted to select a new one. Please be sure to use this name change wisely.
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Saturday, January 1, 2011

StarCraft II Showmatch: metalopolis


The second game took place on Metalopolis. BoxeR punished Fruit Dealer’s early expansion and almost took the entire match by sealing the zerg into their starting position with a pair of well-placed bunkers. While a move like that might seal the fate of a lesser player, Fruit Dealer broke through, and in an incredibly gutsy move, took the rich mineral patch adjacent to BoxeR’s terran base to get back into the game. This match was marked by incredible back-and-forth action, and things looked grim for Fruit Dealer as BoxeR made a heavy mech push with calculated siege tank placement to eventually wipe out Fruit Dealer’s game-saving rich mineral base, but yet again, Fruit Dealer managed to take the win with a mix of steely-nerved macro and the liberal application of roaches and banelings drops.


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starcraft II: secrets of Masters and leagues

Leagues & Ladders


One of the most basic elements of competitive StarCraft II gameplay is the league and ladder system, since it determines how you are ranked and what kind of opponents you’re likely to face. The Battle.net matchmaker is an adaptive system, which means that the more a player plays, the better the system gets to ‘know’ his or her skill level, with the ultimate goal being for each player to be paired with opponents of equal skill so they win around half of their games. The matchmaker tracks wins and losses and creates a hidden skill rating for a player over time (which is actually a rolling average composed of several different numbers). It can’t see how you won a match, so it doesn’t know if you won with a cannon rush, or as the result of a lengthy, well-executed strategy. How much your rating changes after a win or loss is determined by how your skill rating stacked up against your opponent prior to the start of the match. On that note, a given player’s skill rating is tracked separately for 1v1 and team games, but is not tracked separately by race. While a player’s skill rating changes over time, it remains intact from season to season, even if other stats are wiped. A player is initially assigned to a ladder and a division of 100 players based on the results of the placement matches played when first venturing into multiplayer, and that assignment will change over time based on overall performance. Wins and losses will change a player’s hidden skill rating as well as a visible public rating, and it is that visible rating number (not the raw win-loss record) which determines their position within the division. The goal, of course, is to ascend to the top of your division and graduate to higher leagues as you become a better player. There are 5 leagues (Bronze, Silver, Gold, Platinum, and Diamond), and all StarCraft II players in a region are split into these leagues by 20% increments. So, Diamond league players represent the top 20% of players in their region.


Just as units are constantly being monitored and adjusted for balance, the leagues and ladders system has also been steadily tweaked and improved since StarCraft II: Wings of Liberty launched, and that process will continue. Several adjustments have been made over time to improve the quality and speed of 1v1 matchmaking, as well as to improve matchmaking in team games. Players who perform exceptionally well can expect to see promotions to higher leagues more quickly. Meanwhile, other adjustments are being made to improve the ladder experience for players just getting into competitive gameplay.


There are also some pretty exciting changes coming to Battle.net in the future that have been based on our players’ feedback and our own research. Season 2 is coming, and it will bring with it a ladder wipe, but at the same time, each player’s profile will be upgraded with new UI elements, including awesome new artwork which denotes a player’s rank within their division, as well as a record of performance in prior seasons, improved detail pages that are more colorful and rewarding for top players, featured replays, and many more. Matchmaking rating will be preserved, so a single placement match will be all that it takes to find your place on the ladder once again. On top of all these new features, two new leagues will be introduced to highlight the top players in each region: the Master League, which places roughly the top 5% of Diamond players in their own league, and the Grandmaster League, a very special, elite league which is comprised of the top 200 players in each gameplay region, which will be visible to other players


Improve Your Game


Many players seem to believe that in-born talent is the primary factor regarding whether a player has the potential to go pro in StarCraft II — that either you’ve got the nerves that let you get to 300 APM (actions per minute) or you don’t. While talent does play a role, no one emerges from the womb ready to own face at StarCraft II. The truth of the matter is that pro players work, and they work hard to become the best of the best. Most pros play 12+ hours a day, both on the ladder as well as in custom game scrimmages against teammates and associates. Pros also spend a lot of time studying the game when they aren’t playing. They analyze their own replays, as well as the replays from other professionals from league games, custom games, and tournaments to formulate strategies, identify weaknesses, and find ways to improve. Most pros also focus their efforts intently on playing a single race, getting to know it inside and out, upside down and backwards, so play always feels second nature. The most important thing to keep in mind is that, even if you aren’t a great StarCraft II player now, you can become a great StarCraft II player with practice, study, and commitment. A few pros lent their insights to panel attendees via quotes, and they reflect the kind of attitude that it takes to be a champion:


“Don’t stress over losses. Use them to learn your faults. No pain no gain.” – Select


“First of all be a fan of the game and enjoy it, then make sure to be 100% committed or you will fail, and last watch day9!” – Huk


“If you’re not attacking you’re probably losing” – QXC


“Practice a hell of a lot, watch replays of the top players and check out their strategies, and in most cases copy them :) . After that refining your play mainly consists of watching your own games — and ironing out the faults.” -Demuslim


The panelists took some time to share insights on each of these points. Keep your head in the game — wins and losses don’t matter as long as you’re learning; after all, the matchmaker is working at its best if you’re losing half of your games to equally skilled opponents. Psychology is a huge factor in StarCraft II, and if you let yourself get psyched out by a loss, it can cost you games. If you enjoy StarCraft II, then you’ll be dedicated to playing, and having fun is vital! Getting better at the game means putting on your thinking cap; don’t discount what you can learn from members of the StarCraft II community, such as day9 and others, who provide commentary for the game and take the time to deeply analyze StarCraft II’s mechanics and game theory. The insights these members of the community have can go a long way toward you take your game to a new level. Stay aggressive — it’s easy to develop tunnel vision and lose track of what your opponent is doing. Don’t get complacent in your own little world, stay on top of them, harass them, and don’t let them get into a groove. Sometimes defense is the right way to go, but if you can force your opponent to react to you, and keep reacting, then you’ve taken control of the game. Finally, find strategies that work, but it’s important to keep reaching — winning is good, but reaching new plateaus as a player is better, and hopefully, more satisfying.


Know Your Limits


Of course the vast majority of StarCraft II players aren’t pros. While pro advice is valuable and watching their replays is an excellent way to learn tactics, strategies, build orders, and maps, that doesn’t always mean that what the pros are doing (or not doing) is best for you! Watching the replays of pro-gamers is useful if you want to get better, but so is knowing your limits as a player. Some choices seen in pro replays may rely on the kind of skill and execution that’s out of bounds for the average player, and so may not be the right approach for someone who isn’t at a pro’s level of ability. Conversely, don’t be afraid to try new strategies, including strategies that would never fly on the pro level. For example, hidden expansions almost never pay off in pro games, but your league game might be a whole different story. Your opponent may not have the multi-tasking skills to deal with your harassment, keep his own economy going, and scout every expo on the map at the same time, so you might be able to turn a tactic like that to your advantage. Don’t limit yourself, try new things, and use what works at your gameplay level and against the kind of opponents that you face on the ladder.


Economy


One way that a lot of newer players falter in StarCraft II is how they handle their economy. It’s easy to get distracted by building new combat units and teching up. At a certain point, you might get involved in combat and stop making workers or get involved with other tasks. A number one tip for new players: never stop producing builders! Stay ahead of your unit cap, but hotkey your base and when one worker finishes, build another and keep building them — the income they provide can make the difference between success and failure. You don’t even have to have amazing micromanagement skills if your economy (macro) is great — you might be able to overwhelm an opponent with sheer numbers.


Vespene gas is another source of confusion. When should a refinery be built? How many refineries? How many workers to commit to gas production, and when? It can seem almost random, and the choices to be made in the early moments of a match regarding how much gas to collect, and how many workers to commit can be significant. It’s definitely not random, though, and it’s best to have a plan, run a build order, and figure out how much gas you’re going to need and when you’ll need it. Is it a small map with short rush distances, and you plan to overwhelm your opponent with a ton of zerglings with some roaches on backup? You probably don’t need to max out two extractors, since one might give you just enough gas to achieve your goals, and you’ll want a lot of minerals. On the other hand, a protoss player might want to push a stalker and colossus build. That takes a lot of gas, so maxing out two assimilators fairly early on might be the right way to stay ahead of the curve and keep unit production and tech improvements on track. Of course, if you find that you frequently have a surplus of gas and a deficit of minerals, then it could be that scaling back your early gas production a bit is the right way to go. What’s important is making choices that back your overall strategy. Of course, these are the early moments of the game; as you move into mid-game, there’s every reason to make sure that you’re well supplied with gas, hopefully including income from an expansion or two.


Don’t be a miser. Another common mistake from less experienced players is that they don’t spend their minerals and gas! Being rich is bad — minerals in the bank mean units that aren’t on the field! Spend those resources, and spend them all the time. Are you attacking? Hotkey your unit-producing structures and keep manufacturing units. Those units you’re building now can help secure your victory, or stave off defeat if your opponent counterattacks!


Another vital part of StarCraft II that players struggle with at first is expanding. When is the right time to expand? Where should you expand to? A good rule of thumb to follow is that if you’ve got a good enough army to protect your expansion, then it’s reasonably safe to go for it. You can also expand during a successful attack, but it’s usually not a good idea to expand undefended, because you become very vulnerable. Where you should expand, and how swiftly, is dictated by the map you’re playing on and the kind of army you’ve got on the field. Sometimes the decision is easy, and some maps include close, easily defended natural expansions. Do you have a highly mobile force though? Perhaps expanding rapidly, and further away is an option, whereas a slower moving army might want to ‘turtle up’ on a few expos that are close together and feature useful chokes or exploitable terrain.


Scale it up! Once you do expand, don’t keep the same number of unit producing structures. Unit producing structures are pretty cheap, and always good to have around. Best of all, they let you use your newfound riches to build a larger army faster. A good rule of thumb in a situation like this is to double up. If four gateways was good with your starting location, then 8 to 10 is better once you’ve got your expansion going.


Maps

Map knowledge is an extremely important aspect of StarCraft II gameplay, and one that is often overlooked by players still learning the ropes. There are a few basic things to look for when you take into account your strategy and what to expect from an opponent on a given map. Is it a small map with short rush distances? You might want to adjust your strategy to take that into account. Even if you aren’t planning on rushing yourself, it’s the sort of strategy you can expect from your opponent on a map like that. On the other hand, some maps, such as Scrap Station, have long ground travel times, but very short distances between bases by air. It’s wise to anticipate an air attacks or drops on a map like that, or take advantage of the short air distance in your own build. Also, every map has choke points. Where are the chokes on the map? Most players are familiar with the chokes close to the starting positions,but it’s useful to learn and take advantage of the chokes that exist elsewhere on the map. In some cases, controlling the right choke point can yield massive map control and opportunities to expand, such as the central choke on Lost Temple. Learning them and using them to your advantage, or avoiding engagements near them if your units are vulnerable at a choke, is key. Finally, where’s the natural expansion on the map? Is it close, and easy to defend? Is it hard to cover and vulnerable to attack? How do cliffs and chokes factor in? What about other expansions on the map? This information plays a critical role regarding if, when, and how you’ll expand in a given match.


Combat


One of the most compelling and fun, yet hardest to master elements of StarCraft II is combat strategy and micromanagement. Micromanagement is the fine control which lets you get the absolute most out of your units. While a player’s skill in maneuvering units on the small scale can decide a battle, it’s equally important to know the terrain and how it affects a matchup. Terrain can dramatically and powerfully alter the balance of power between opposing forces. A good example is the role that choke points play. Take, for example, a small group of zealots and a group of marines of equal value. If the zealots catch the marines out in the open, they’ll make short work of them. On the other hand, the marines’ gauss rifles offer them a range advantage, so even units not on the front line can still attack. Defending the zealot attack from a choke will turn the tables and give the marines a victory. Even backing up against a handy wall or cliff can prevent an enemy from flanking you or getting a ‘surround’ and cutting your units to ribbons.


Flanking is another tactic to learn and put into one’s arsenal, though it’s most useful with fast moving melee units or burrowed zerg. Take a large group of zerglings facing off against a group of marines that they’ve caught out in the open. All is well, right? The zerglings manage to surround the marines and start going to work, but it takes them time to get into position, and by then the marines are already firing away. A well timed stim, and the zerglings lose the engagement, leaving a few marines to wipe zerg parts off of their armor and gloat. On the other hand, split the very same group of zerglings into three, get a faster surround on the marines — and even with stim used at the same time, the zerglings come out on top, making mincemeat out of the marines.


Things get fancier when individual unit micro starts coming into play. For example, two opposing forces of protoss stalkers, evenly matched, face each other in battle. If every unit is attacking, one side or the other may come out just slightly ahead. If one group of stalkers is carefully microed — blinking damaged units to the back of the line and focusing fire on one foe at a time, one group can eliminate the other without taking any casualties at all!


Needless to say, developing unit micromanagement skills is vital to becoming a better StarCraft II player, but there are times when investing too much micromanagement might win you a battle, but cause you to lose the war. As always, tunnel vision is the enemy. While you were busy microing your units to victory against a small enemy force, your opponent might be mopping up the last of your workers halfway across the map. It’s important to gauge when and how much to invest in microing your units. Sometimes the right way to go is to attack move your army at a target, then get busy building your economy and more units.


Finally, getting to know counters is important. There are hard counters (units which have massive advantages against others) and soft counters (units which situationally or in sufficient numbers might counter another) in StarCraft II. Once you know what the enemy has, it’s usually a good idea to build the right units to counter what they’ve got, right? That’s almost always the case, but there are exceptions. First, there are a few ‘true’ hard counters. There’s not much that a marauder can do against a void ray attacking from the air, for example. Not all counters are absolute, nor are they supposed to be. Some counters can be broken by good micro. A group of marines is normally a hard counter to a couple of banshees, but a skilled player can take advantage of the banshees’ superior range and mobility to stay just out of range as the marines advance, and ‘kite’ them to death. The same is true of other counters, so making do with what you have and learning how to use micro and terrain can turn a losing situation around.


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Monday, November 22, 2010

StarCraft 2 Socke vs Jinro - Game 2 - Part 1/2 - PvT

FOLLOW ME ON FACEBOOK! www.facebook.com Some games from the recent MLG tournament. Map: Desert Oasis Jinro (Terran) vs Socke (Protoss)
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