Right now mods are data storage. Say you have a map that's 15 Mb. You could move the triggers or data to a mod to make it a 9 Mb map and a 6 Mb mod, then add the mod as the dependency. Or if i wanted to make a complete conversion mod (say, CnC2 in SC2), i could create it inside the mod, then upload maps such as a modified Lost Temple to play the CnC2 mod on. However, i couldn't use it on a map that i haven't uploaded, and specifically made to play the mod.
According to my understanding mods are supposed to be mapless modifications that you apply to the maps that you create later on. Like dependencies. So mods per se are only directly used by the map makers. The map player loads the mod with the map. So yeah, it's only maps. I'm not sure if you can surpass the 10MB limit per map this way, but I don't think so. If you think about the actual term mod(ification) then the current mods do their job quite well. If you think about full-out total conversions where totally new games are applied I wouldn't hope to see any of those any time soon.
Actually, the term can apply to almost anything.
In Blizzard's sense, they probably see the "modding" of maps is better than the "modding" of the game itself.
All I see is Blizzard incorporating "data imports" under the guise of mods.
Because modification takes upon the access and functions of said target, and if it only target maps, then the game client won't be prone to full on mods that may get in the way of Blizzard's plans.
Knowing corporations, they chose this over client modding mainly because:
1 - Lower difficulty
2 - More control of player created contents
They may think that if they allowed actual modding, they would be encouraging hacking and piracy or something (because they fear the possibilities too).
@Lonami: That only applies to maps you can modify and publish, you can't run mods on them from within the game itself. So it's not modding, it's still mapping. All your doing is "importing" a set of defined variables and data into a map. So based off your post, it's technically still importing changes you've saved into a map, then saving the map as a new file.
Modding games in general modern terms would be "incorporating a system to override your game" basically.
So this isn't modding, since you don't use the mods per say, much less see the list of mods from within the game.
@Lonami: That only applies to maps you can modify and publish, you can't run mods on them from within the game itself. So it's not modding, it's still mapping. All your doing is "importing" a set of defined variables and data into a map. So based off your post, it's technically still importing changes you've saved into a map, then saving the map as a new file.
Modding games in general modern terms would be "incorporating a system to override your game" basically.
So this isn't modding, since you don't use the mods per say, much less see the list of mods from within the game.
Well, yeah, this isn't "modding", it's more like data/assets/etc libraries.
So the idea of loading "big mods" into melee maps is dropping faster than... well... It's just that bad.
Because if this actually works, you'd be able to create an example mod:
Aerial Wars Mod - Changes the way melee works, by making you send units and structure into battle via Orbital Drops, Zerg Drops, or Protoss Warp-ins, making it possible to take the battle anywhere on the map. Radars and Sight is utmost if importance to know where your opponent will move, and counter them.
Functional understanding aside, term-wise we've already had blizzard-supported mods in warcraft 3.
As I read it somewhere there are three levels of end-user-modification to a game.
Mutator: Changes one or few attributes of a game, as these changes could have small or great impact on a game. Like changing unit stats or allowing/disallowing certain units. The overall game stays the same.
Mod(ification)s: Changes rules of a game so far as to turn it into a different kind of game. Like 3rd person shooters.
Total Conversions: Changes almost all aspects of a game, using only the core engine elements, to create an entirely different game. Imagine a Warcraft 4-in-Starcraft 2-mod where all data art and game mechanics are replaced.
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In the editor, by default everyone makes maps, it's much easier than modding.
But straight to the question? What mods?
The editor enables you to make them, but information surrounding the existence and possibly usage of mods is still not there...
You basically play "maps" if you play online, but what determines your selection of mods?
Is it something that's enabled by overriding it before entering the game client, thus rewriting the game?
Or is it a function you can select in-game to tweak melee maps to some kind of custom settings?
If that is all, then I will be surely disappointed in the system.
@dra6o0n: Go
Blizzard hasnt fully fleshed out the mods portion yet.
Not sure if they are usable or not yet online.
Right now mods are data storage. Say you have a map that's 15 Mb. You could move the triggers or data to a mod to make it a 9 Mb map and a 6 Mb mod, then add the mod as the dependency. Or if i wanted to make a complete conversion mod (say, CnC2 in SC2), i could create it inside the mod, then upload maps such as a modified Lost Temple to play the CnC2 mod on. However, i couldn't use it on a map that i haven't uploaded, and specifically made to play the mod.
WolfLisk beat me to it. Exactly what I was going to say. Dependencies are used for exceeding the 10mb map limit so to speak.
According to my understanding mods are supposed to be mapless modifications that you apply to the maps that you create later on. Like dependencies. So mods per se are only directly used by the map makers. The map player loads the mod with the map. So yeah, it's only maps. I'm not sure if you can surpass the 10MB limit per map this way, but I don't think so. If you think about the actual term mod(ification) then the current mods do their job quite well. If you think about full-out total conversions where totally new games are applied I wouldn't hope to see any of those any time soon.
The best way to resume this, in my opinion:
You won't need to import models from a model collection anymore, just use a mod containing them.
Actually, the term can apply to almost anything. In Blizzard's sense, they probably see the "modding" of maps is better than the "modding" of the game itself.
All I see is Blizzard incorporating "data imports" under the guise of mods.
Because modification takes upon the access and functions of said target, and if it only target maps, then the game client won't be prone to full on mods that may get in the way of Blizzard's plans.
Knowing corporations, they chose this over client modding mainly because:
1 - Lower difficulty
2 - More control of player created contents
They may think that if they allowed actual modding, they would be encouraging hacking and piracy or something (because they fear the possibilities too).
@Lonami: That only applies to maps you can modify and publish, you can't run mods on them from within the game itself. So it's not modding, it's still mapping. All your doing is "importing" a set of defined variables and data into a map. So based off your post, it's technically still importing changes you've saved into a map, then saving the map as a new file.
Modding games in general modern terms would be "incorporating a system to override your game" basically.
So this isn't modding, since you don't use the mods per say, much less see the list of mods from within the game.
Mods would be fun, if they actually worked =]
/me waits for 1.2
Well, yeah, this isn't "modding", it's more like data/assets/etc libraries.
Library is the most correct name, imo.
So the idea of loading "big mods" into melee maps is dropping faster than... well... It's just that bad. Because if this actually works, you'd be able to create an example mod:
Aerial Wars Mod - Changes the way melee works, by making you send units and structure into battle via Orbital Drops, Zerg Drops, or Protoss Warp-ins, making it possible to take the battle anywhere on the map. Radars and Sight is utmost if importance to know where your opponent will move, and counter them.
Functional understanding aside, term-wise we've already had blizzard-supported mods in warcraft 3.
As I read it somewhere there are three levels of end-user-modification to a game.
Mutator: Changes one or few attributes of a game, as these changes could have small or great impact on a game. Like changing unit stats or allowing/disallowing certain units. The overall game stays the same.
Mod(ification)s: Changes rules of a game so far as to turn it into a different kind of game. Like 3rd person shooters.
Total Conversions: Changes almost all aspects of a game, using only the core engine elements, to create an entirely different game. Imagine a Warcraft 4-in-Starcraft 2-mod where all data art and game mechanics are replaced.