![]() They are under the impression that maps are mods for some silly reason. However, what concerns me more than terminology semantics is Blizzard's stance on modding. You must modify the maps to tell them to use the external archive - a fundamental difference between a Campaign and a Mod, as mods most often do not need you to modify any maps at all for them to work. What Blizzard calls a "mod" in Starcraft 2 is actually a streamlined, more easy to use version of their campaign system in wc3. But the three former games can be modded through third party tools. Neither did Starcraft, Warcraft 3, or Diablo 2. Ultimately, the campaign archive can still potentially function like a mod, but it's designed to work in co-existence with a set of maps.Ĭurrently, Starcraft 2 does not support mods. A campaign will typically use an external archive not unlike that of a mod, but relies on maps to deliver the content linearly or openly to the player. This generally means that the mod is usually the same genre of the game it mods (A mod of Starcraft will almost always be an RTS, even if core mechanics are fundamentally altered like in Ad Astras or Armageddon Onslaught). Because mods function on every map, they generally do not have map-dependent triggering that relies on preplaced regions or terrain or whatnot. This means a massive amount of custom assets are usually present. Because it's external and not run through its filesize is unlimited. Mod is ran externally and changes persist until you exit the game. For example, if I have custom Firelord unit responses in my mod you'll hear them in DotA. Changes occur on every map regardless of content as long as the map is not loading assets that conflict/supercede those of the mod. If you play DotA and then Castlefight, you're experiencing two different "games", but the elements are limited to each individual map. DotA has custom attributes, kitbashes, and sounds from UT. Python and Outsider have different terrain. Contents of the map are exclusive to that map. (DotA heroes, creep waves, spawn points, ect). Takes advantage of region-dependent triggering for mechanics, spells, events, ect. Has very little custom assets ie graphics and voice acting or very low quality assets to conserve filespace. Small package, arbitrarily limited filesize (8mb in wc3, 10mb in Sc2 beta). What differs between them past semantic terminology is the environment this content is delivered in, the type of content, and the audience it's geared towards. ![]() ![]() Maps, mods, and campaigns are forms of delivering custom content. Here's a real technical definition that should clarify any questions about matter. People at Hive Workshop in particular seem very lost as to the differences. wc3 people especially get the two mixed up.
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