Starcraft 2 Gameplay Footage

Posted by Adrian on 30/06/09

 

Starcraft 2 Tech Trees

Posted by Adrian on 30/06/09

Some new tech trees for Terran, Protoss and Zerg have been released, check them out below.

Terran Tech Tree Protoss Tech Tree Zerg Tech Tree

 

Starcraft 2 Battle Report #3 - Officially Released

Posted by Adrian on 23/06/09

So a couple days later after the leak Blizzard has put up the official Starcraft 2 Battle Report #3 on their website. Check it out again if you want.

Starcraft 2 Battle Report #3

 

Starcraft 2 Battle Report #3 - Leaked

Posted by Adrian on 21/06/09

Recently, several Korean websites released the third Battle Report. The report shows a match between Yeon-Ho Lee (Zerg) and David Kim (Protoss) on the new map Scrapyard. At the moment no official announcement has been made by Blizzard regarding Battle Report #3.

 

 

Starcraft 2 Q&A - Batch 52 Map Maker Series

Posted by Adrian on 14/06/09

1. Does it still use the JASS language, or perhaps an upgraded version of JASS?
StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.

2. Is the language event-driven or object-oriented?
The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.

3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.

4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.

5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?
One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.

6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?
We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.

7. Will there be a public API for the programming language?
As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.

8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.
Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.

 

Starcraft 2 Creative Piece Competition Ends

Posted by Adrian on 10/06/09

The Starcraft 2 Creative Piece Competition 2009 has come to an end and the winners have been notified by email, Starcraft 2 Australia would like to officially thank everyone who participated, all the entries were awesome!

 

Starcraft 2 Q&A - Batch 51

Posted by Adrian on 31/05/09

1. Add an option in the menu to disable the windows key, and same thing goes for ALT-TAB?
And add an EASY way to squelch your opponent. When their name “IllIIlIIlIIlIIlllI” (L & i), it's a little difficult.

While we are not considering disabling the windows key and Alt+Tab, we are looking into the naming policy to prevent problems like the one you described.

2. StarCraft 2's terrain properties such as Xel'Naga towers, destroyable barriers and Brush have a significant effect on gameplay and appear to create specific points of interest/advantage on the map. Are there plans to introduce additional terrain buffs/effect to the battlefield?

The current terrain features are not finalized. We still have these three map features in the game and we plan to keep them during the beta, but it is always possible to add more features if we find something that’s balanced and encourages exciting game play.

3. Since there are/were plans to integrate voice communications into multiplayer, will StarCraft 2 replays be able to include Audio, as well as chat?

Replay files do not include audio. However you will be able to see all text chats while you are watching replay.

4. You have talked a bit about replay functions lately and since patches will come up definitely former replays won’t work if the system sticks with SC1 or W3. Do you plan on making changes here so that players can view older replays ever after patches occur?

Yes, even as the game gets patched, you will be able to watch replays of matches played on older versions.

5. The interface we see in Battle Reports – is this interface available for Observers during a live game (in real time), or only while viewing replays, or both?

The interface you’ve seen in Battle Reports will be available in observer mode as well as in replays during beta.

6. StarCraft II is a package consisting of single player/campaign, multiplayer (+replay viewer), map editor and Battle.net. All four are complex and without a doubt require testing and patching. Has it been decided which of the above components are planned to be included in public beta testing?

You can have multiplayer game access through Battle.net during the beta and you can watch the replays as well. There will also be access to the Map Editor during the beta process but not necessarily from the start. Single player campaign will not be included in the beta.

 

Starcraft II Unit Death Animations

Posted by Adrian on 27/05/09

Between adding new unit models and sliming up the zerg buildings, the StarCraft II art team has also spent some time on some little details that make the game come alive, such as new unit death animations. Featured below, we have a protoss carrier being blown out of the sky by a squad of terran marines, as well as several zerg units falling to their fates.

 

Win a Free Ticket to Blizzcon! - Starcraft 2 Creative Piece Competition

Posted by Adrian on 20/05/09

Starcraft 2 Blizzcon

Win A Free Ticket To BlizzCon In The Starcraft 2 Creative Piece Competition

Prizes
We have 3 BlizzCon tickets to give away to the top 3 entries.

What do I do?
All you have to do is use your imagination to create something about Starcraft. It can be a drawing of your favourite character, the artwork and statistics of your very own concept unit, a story which you wrote about the world of Starcraft or an article based on the current progress and your ideas of the game. Absolutely anything is allowed as long as it's original and all about Starcraft !!

How do I enter?
To enter the contest, create your piece and post it up as a reply to this thread. http://www.starcraft2.com.au/forum/index.php?topic=636.0

Rules and Guidelines
- Winners will be selected on the 10th June 2009
- Only 1 entry per person
- Anyone may enter, you DO NOT have to be from Australia
- You will only receive the ticket if you will be able to attend the event

Judges
The submissions will be judged by the Starcraft 2 Australia admin team and will be ranked on uniqueness and relevancy to Starcraft.

Required Information
By entering this contest, contestants acknowledge that the contest is held in good faith so no fake names or addresses, tickets may not be redeemed for cash or traded in any way. Contestants should be aware that the event will take place on Friday, August 21 and Saturday, August 22, 2009 at the Anaheim Convention Center, located at 800 West Katella Avenue, Anaheim, CA 92802. The hours of operation are 10 a.m. to 10 p.m. Pacific Time on both days (Friday and Saturday). Winners are fully responsible for their own transportation. You must be at least 13 years old or above to gain entry into BlizzCon.

 

Starcraft 2 Beta Signups Officially Opened!

Posted by Adrian on 09/05/09

Starcraft 2 Beta

Signups for the beta officially opened yesterday, with users able to opt-in to the test by way of their Battle.net profiles. The test will focus on the multiplayer mode, featuring all three of the title's races and several maps.

 

Exclusive Starcraft 2 Fansite Only Screenshots

Posted by Adrian on 08/05/09

Just got an email from one of Blizzard's community managers with these graphics showing recent changes in the Zerg Queen and Spawning Pool.

Starcraft 2 Zerg Qeen

Starcraft 2 Zerg Spawning Pool

 

Interview With Chris Sigaty

Posted by Adrian on 08/05/09

Q. StarCraft II opt-ins are now available through Battle.net. Does the opt-in process mean that the start of the StarCraft II beta is imminent?
A. We're getting closer and closer to the start of our closed beta with each week that passes. Several months ago, we expanded our internal testing of the game to the entire company, and we've made significant progress since then. We're looking forward to inviting external testers into the process soon, which is why we're starting sign-ups now.

Q. What aspects of the game will be available for testing in this beta?
A. As with previous betas for our real-time strategy games, the StarCraft II beta test will be multiplayer only, and players will have access to all three races -- terrans, protoss, and zerg -- and all of their units. We'll include a selection of multiplayer maps, but they won't necessarily include all of the maps that will be in the final version of the game. We're making some great progress on the single-player campaign, but we don't plan to do a public beta since we want to keep the story under wraps until the game's out.

Q. Will we be able to try the new Battle.net during this beta?
A. You'll be connecting to and playing on the new Battle.net in the StarCraft II beta, and you'll definitely have a chance to play around with a few of the new features -- but what you'll see in the beta is really only a taste of what's to come.

Q. What updates and changes have you made to the game recently?
A. We're constantly tweaking the gameplay and balance, and we will be all throughout the beta process, but perhaps the most visible changes have been made to the zerg. Our art team has done a polishing and iteration pass on many of the zerg unit models and structures, so players can look forward to seeing a lot more detail there. Compared to the versions you've seen before, the zerg units and bases now look a lot slimier and more sinister.

We're also really looking forward to seeing testers try out the new gameplay mechanics we've introduced to each race, like the proton charge for the protoss and the MULE for the terrans that allow them to harvest minerals faster. The zerg also have a spawn larvae ability that gives them a new way to expand their production. We're hoping these abilities increase the strategic tension for players and force some tough tactical decisions when managing economies and micromanaging battles.

Q. Which regions can join the StarCraft II beta test?
A. Our plan is to include multiple regions and countries in the StarCraft II beta-testing process. We'll be starting with a North American beta, where testers from the United States and Canada, as well as Australia and New Zealand will be able to join. We'll then phase in testers in other regions such as Korea, Taiwan, and Europe as soon as we're able to set up in those areas.

Q. Why aren't you running StarCraft II beta simultaneously in all regions?
A. It's more efficient from a development standpoint to phase in each region one at a time. A big part of the beta test involves setting up new hardware and networking infrastructure, which is not a trivial process. If we set up one region at a time, we can more quickly address any issues we run into at the start, and take the lessons we learn from that experience to establish a smoother setup experience for the next region.

We can also implement all sorts of gameplay and balance changes, view the results, and react to what we've observed much more quickly in a single test environment, as opposed to getting bogged down trying to push those changes out across several test environments. Once the major issues are ironed out, we can expand the testing to additional regions. Going region by region will also put us in a better position to test localized versions of the beta.

Q. Will testers be allowed to write about the beta? Take screenshots and videos?
A. Yes! Beta testers will be free to write about their experiences playing the beta as well as take screenshots or videos. We're really looking forward to getting the game into players' hands so we can hear their feedback, since that will help propel us into the final stages of development and balancing. We've been working hard on StarCraft II, and we can't wait to finally be able to hear what everyone has to say about it.

 

Starcraft 2 Fansite Q&A #3

Posted by Adrian on 02/05/09

1. How will StarCraft II handle widescreen monitors? If the screen isn`t going to be stretched, either widescreen or traditional format will have the advantage of seeing more of the battlefield, have you decided which one?
[Dustin Browder] Widescreen monitors will be able to see slightly more of the battlefield, but the extra visual real estate players will be getting will be quite small. Nonetheless, for competitive gaming, there will be a small visual advantage to having a widescreen.

2. When cloaked units move you see a graphics effect hinting their presence. Can you see some trace of the Infestor when it is moving underground?
[Dustin Browder] The Infestor while burrowed will be like any other burrowed unit, and will not be seen unless there is a detector nearby. On the other hand when the Infestor moves above ground, there is a (visual) slime trail the unit leaves in its wake, which disappears over time. We are also discussing the possibility of having some type of visual that may imply an Infestor is moving while burrowed nearby, similar to how cloaked/stealth units currently move above ground.

3. The Colossus' attack mechanic has changed a number of times, how does it currently work?
[Dustin Browder] While this is still going through balance, the Colossus currently does 23 damage but attacks twice and has 6 range, which players have the option to upgrade later to 9. When the Colossus attacks a target, it does a horizontal spread of damage in relation to where the Colossus is facing. This type of area of effect attack is extremely effective at eliminating massed lower hit point units.

4. How are the new macro mechanics (Mule, Spawn Larva, and Dark Pylon) working out so far? Are they often used during gameplay testing? How much more per trip than an SCV does a Mule mine? And is it Mule, MULE or MUL-E?
[Dustin Browder] The new macro mechanics works great in the internal testing but we are really looking forward to how players will use it in the beta. Currently the MULE mines three times the minerals of a normal SCV per round.

5. What is the status of the Radar Tower? It overlaps heavily with the Missile Turret in terms of function. Does the "view" into the fog warrant the creation of a new building with an additional cost of 25/100, the additional health notwithstanding?
[Dustin Browder] The Sensor Tower is no longer a detector since the Missile Turret already serves that purpose. However, with the Sensor Tower you can see enemy units in the fog of war and you can 'salvage' your Sensor Tower when it is no longer needed anymore.

6. You recently updated the 3D models for a couple of units (Baneling, Drone, Hydralisk etc), making them much more detailed. Which other units can expect to receive similar updates?
[Dustin Browder] All of the Zerg units and buildings are being updated in the same fashion. There have already been several updates, though we are currently polishing up the Infestor, Roach, and Corruptor. As needed, new models may also be created during this period. The Infestor, Brood Lord, and Spawning Pool, and Ultralisk Cavern have new models from which the community has previously seen.

7. How is the soundtrack coming along? Will any of the music themes from SC:BW make a reappearance in StarCraft 2 or is everything new?
[Dustin Browder] There will be some edited versions of soundtracks based on the original StarCraft music in addition to many new tracks lead by the original composer of StarCraft, Glenn Stafford.

8. Do air transporters (like Medivac Dropship and Overlord) have to land or do some sort of special animation before dropping loaded units?
[Dustin Browder] Currently only the Medivac has an animation while it unloads units. All transporters like including the Medivac, Warp Prism and Overlord unload units one at a time with a slight delay between each unit, which is subject to balance.

9. How much damage does the Void Ray deal? What are the time intervals and how much does the damage go up?
[Dustin Browder] The Void Ray does 6 damage in the first stage, 12 damage in the second stage, and 24 damage in the third stage. Each attack stage ramps up every 3 seconds.

10. What is the current status of the Corruptor? Does it still have its turret mechanic? If so, how does it currently work?
[Dustin Browder] When the Corruptor kills an enemy air unit, that unit will be turned into a stationary "turret" upon death. That turret currently does 7 damage, has 6 range, and can target air as well as ground units and buildings. The turret will also be player controlled so you can force fire with them as well.

11. What have been some of the hardest choices you have had to make during the development of StarCraft II?
[Dustin Browder] There have been many tough choices in designing StarCraft II - Amongst the most difficult would be what parts of the original StarCraft should be in StarCraft II. Next would be what new mechanics are worthy of introduction to the StarCraft universe. Balancing visual appeal with the serious game play that StarCraft has always offered has always been challenging as well. Overall, we hope that the choices we have made will give our players the best possible StarCraft II experience.

 

Starcraft 2 Fansite Q&A #2

Posted by Adrian on 27/04/09

1. What is the minimum screen resolution Starcraft 2 is supporting?
[Dustin Browder] The minimum screen resolution in the current build is 1024x768x32 bits.

2. There has been a lot of concern, that ZvZ (Zerg vs Zerg) could become a roach micro contest as roaches do double damage to biological, are tier 1 and have high regeneration. Is this true? If not, how can one counter a roach rush in ZvZ?
[Dustin Browder] Zerg versus Zerg games has been one of our most challenging matchups to balance. With regard to Roaches versus Roaches, all I can say now is that we are still balancing and several things have already changed that will affect how the Roach will do, including bringing Hydralisks back down to a Tier 1.5 unit and having a more standard ranged attacker role.

3. How has island map matches been like so far in StarCraft II internal testing? Could you describe basic sample builds and/or tactics in island games?
[Dustin Browder] StarCraft II races have arguably become more mobile than the original StarCraft with the introduction of the Viking and Medivacs, as well as having a more easily usable Nydus Worm, and Warp-In. With these new mechanics, there will be several new ways to invade an island position, keeping the game fast paced and exciting. 'Turtling,' will be a bit harder to do in StarCraft II because of these mechanics as well.

4. Could you tell us about how Muta stacking will work?
[Dustin Browder] Stacking up Mutalisks will be possible in StarCraft II but they will tend to spread out again when they move or attack.

5. Are any new units yet to be revealed? ie: Zerg heavy air unit?
[Dustin Browder] Zerg has a new flying heavy assault unit known as the Brood Lord. This one is buff! Much more intimidating than the Guardian and will still be morphed from the Mutalisk. This unit will be replacing the previously seen Swarm Guardian and will have new art as well. This unit currently has 350 hit points and a large range of 9, doing 25 damage and spawning a Broodling upon each attack, which will live for a few short seconds, doing minor melee damage.

6. How big is the internal StarCraft II testing team? Are there dedicated full-time testers?
[Dustin Browder] We are currently running the internal alpha testing for every employee and we also have some dedicated QA staff for the game as well.

7. What is the role of the E-sports team? Is Blizzard looking to support the game via an official Blizzard league? Or will that be left to 3rd parties like fansites / game sites to establish?
[Dustin Browder] The role of our eSports Team is to operate tournaments and competitive events for Blizzard games. We will release more information on our plans for StarCraft II tournaments, both official and third-party, as we get closer to the launch of the game.

8. We've seen unit and mineral counts as over-head graphics in game during the first StarCraft II battle-report. Are there more features we haven't seen yet in regards to spectating games?
[Dustin Browder] You can find more information on the replay UI at the latest Q&A batch and you can see various information tabs such as army size, resource collection rate, resource allocations, and tech research in progress.

9. Where will the StarCraft II team take their vacation once the game is launched?
[Dustin Browder] In all honesty, we'll probably be on Battle.net playing StarCraft II with all of you.

 

Starcraft 2 Battle Report - Official Gameplay Footage

Posted by Adrian on 17/04/09

Starcraft 2 Battle Report

Welcome to the latest installment of Blizzard Entertainment's official shoutcast for StarCraft II, currently in the alpha phase of development. This match features two of the StarCraft II team's associate game balance designers, Matt Cooper and David Kim.

 

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