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BlizzCon 09 Vlog Coverage! E-mail
Written by Steven   
Sunday, 23 August 2009 00:47

Just a heads up for everyone, BlizzCon 09 is almost here and I, stebo, will be attending! I plan to gather up as much Diablo 3 and Starcraft 2 information for both Community Diablo and Community Starcraft. This should be fun, I'll be playing tons of Starcraft and Diablo, watching tournaments, taking lots of pictures, and making a live vlog at BlizzCon for both days, August 21st and 22nd.

Make sure to follow me on Twitter and stay tuned for my live vlog(s) on my YouTube during the 21st and 22nd to see my progress at BlizzCon.

08/20 Vlog:

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I go to BlizzCon to pick up my Badge + Goodie Bag. I also share what's inside the Goodie Bag.

08/21 Vlog:

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Stebo's journey through BlizzCon 09.

 

Source: Stebo's Twitter, Stebo's YouTube Channel



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Last Updated on Wednesday, 26 August 2009 20:00
 
Starcraft 2 Delayed Until 2010 E-mail
Written by Graham   
Wednesday, 05 August 2009 17:09

Cydra just posted a thread on the official Starcraft 2 forums that attempts to explain why Starcraft 2 cannot be released this year:

Today we announced that StarCraft II: Wings of Liberty will not be ready for release by the end of 2009. Over the past couple of weeks, it has become clear that it will take longer than expected to prepare the new Battle.net for the launch of the game. The upgraded Battle.net is an integral part of the StarCraft II experience and will be an essential part of all of our games moving forward. This extra development time will be critical to help us realize our vision for the service.

Our mission is to develop games that deliver an epic entertainment experience. As part of that commitment, we will always take as much time as needed to ensure that our games and services meet the expectations of our players and the standard for quality that we set for ourselves as developers. As we work to make Battle.net the premier online gaming destination, we’ll also continue to polish and refine StarCraft II, and we look forward to delivering a real-time strategy gaming experience worthy of the series’ legacy in the first half of 2010.

We will share more details about the beta, Battle.net, and StarCraft II’s launch in the future. Keep an eye on the official website at http://www.starcraft2.com for updates, and as always, thank you for your continued enthusiasm and support for StarCraft II and all of Blizzard Entertainment’s games.

I hope they can get it together by the summer of 2010 but I doubt it.



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Comment System Added E-mail
Written by Graham   
Tuesday, 07 July 2009 21:53
We have added a comment system to CommSC.  We would love to hear our reader's thoughts on the latest pre-beta topics.  Also be sure to follow us on Twitter: http://twitter.com/communitysc.


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Fansite Q/A - Starcraft2.net.pl E-mail
Written by Graham   
Tuesday, 07 July 2009 10:50

The fansite Q/A picks up again after a June hiatus:

1. Dustin said on BlizzCast #8 that the Banshee is a very powerful air-ground unit vs. ground defenses. What are the chances of Banshees against ground units? For example is it equal 5 Banshees against 5 Stalkers or the Banshees have to run if they notice Stalkers.

Yes, the Banshee can be a very strong anti-ground air unit but it is definitely not unstoppable. For example, Marines and Thors can be great ground counter units for Terran and Hydralisks for Zerg are also good. And just like the example in the question, Stalkers with blink ability and High Templars with psionic storm can be counter Banshees as well.

2. Zerg can move and regenerate faster on creep. Terrans have medivac, the mechanical units can be fixed by SCV. Do you think that is a good idea for Protoss to regenerate shields faster when they are near pylons?

Protoss currently has the Shield Battery ability on the Obelisk, which recharges the shield of the target friendly unit or area. This is an active ability that drains energy from the obelisk, but is a similar concept to the one suggested.

3. Do you have any plans for Infested Protoss? If yes, what sort/kind of unit will it be?

Based on the lore, the Protoss do not become infested. The combination of the two result in a hybrid race.

4. Question is about replays. Do you plan to create a feature to see what that player saw during the battle? It’s like if I was behind him while he was playing and I was watching his screen.

There are more advanced functions and options implemented in the current replay system. If you select a certain player in the replay, you can opt to see that player’s camera while he or she is controlling units, buildings, and spending resources. Additionally, you can select the options for all players’ Units, Army, Spending, Production, and APM status to view all statuses simultaneously in a replay.

5. What will happen when we double push a hotkey of a group of buildings? (4 lairs for example at one hotkey) Our screen will move to the first lair in a group? Or to set point of all or maybe to the point where everything crosses? (Point of gravity)

When you designate multiple units or structures as a group and the units or structures are spread out in different places, selecting the group by double pressing the hotkey, your screen will go directly to the place that you have the largest amount of consolidated units or structures first. If you have the same amount of units or structures on different positions of the map, your screen will go to the closest one to your current location.

6. What is the status of a nuke? Range, cast time, power etc. And sub-question: will the air be contaminated for some time (10-20 seconds) and affects the units after the blast?

You can arm a silo with a Nuke at the Ghost Academy and it will take 60 seconds. Upon completion, a Ghost can call down a nuclear strike at a target location dealing up to 300 (+200 structures) damage to enemies in a large radius. There will be a period between the casting of the Nuke until the Nuke actually hits its target, in which the Ghost must stay alive. There will be no contamination for the ground or the air after the blast.

7. Several SCVs can repair buildings together. So why can’t they work together to build a new one? Sub-question: Does SCV have an ability (or is it planned) ‘Patrol and repair?’

In order to keep the game balanced, SCVs aren’t able to build structures together. SCVs can repair the damaged structure or mechanical units together, while also costing more resources. However, the SCV does have an auto-casting repair ability, so when you give a command to a SCV to patrol while auto repairing is activated, the assigned SCV will repair the structures or mechanical units around it automatically and will continue their patrol.

8. Question about Protoss drop. We can see that Protoss players often do reaver drops. Now when we don’t have this unit, we can drop Dark Templars, because Colossus are too weak for killing drones/SCVs/Probes (it’s a conclusion after watching many battle videos.) Is there any alternative tactic of drops by Protoss, or this element of a Protoss game was excluded.

Colossus is as great of a worker killer as the Reaver in the original StarCraft. The Colossus has 2 attacks with 23 damage each and gives splash damage, so it can kill drones and probes with a single shot and SCVs with two shots. If the Protoss player is trying to harass the enemy’s economy by killing workers, dropping Colossi from the Warp Prism right next to their base is a possible option, while Dark Templars can also be very devastating as well.



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Last Updated on Tuesday, 07 July 2009 10:54
 
Blizzard Press Conference Coverage Compilation E-mail
Written by Graham   
Monday, 29 June 2009 19:55


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Starcraft 2 Beta Timeline E-mail
Written by Graham   
Thursday, 25 June 2009 08:57
The past month has been full of exciting events for fans of Starcraft 2. As a part of my effort to bolster Community Starcraft's coverage prior to the beta announcement, I have decided to compile a timeline of recent events in the Blizzard Starcraft 2 universe (aside from gameplay-related news). This timeline is detailed below in a list format, followed by what can be expected from our site in the future.

May 16th – Blizzard opens up the first round of Blizzcon 2009 (August 21-22) tickets for sale.

May 30th – The second round of Blizzcon 2009 tickets are released.

June 15th - Word spreads that many of the RTS writers for large gaming websites are receiving reminders from Blizzard to create Battle.net accounts so they can receive Starcraft 2 beta keys. You can see these sites' reactions at the following links:
http://kotaku.com/5290970/blizzard-preps-for-starcraft-ii-beta
http://www.blizzplanet.com/blog/comments/starcraft_ii_beta_is_nigh_gaming_media_gets_blizzards_alert_call/
http://gaming.freedomblogging.com/2009/06/15/getting-in-the-bunker-with-starcraft-ii/2473/
http://news.cnet.com/8301-17938_105-10264603-1.html
http://www.gamingshogun.com/Article/4520/Starcraft_II_Beta_Invitation_Emails_Sent_Out.html

June 15th – Several of the sites who received notifications from Blizzard mention a press conference at the game maker's headquarters on Monday, June 22nd.  To quote BlizzPlanet, "Something fans should know is that, around last month, the media was invited to visit Blizzard Headquarters this June 22nd."

June 20th – Many players on the Starcraft 2 official forums notice that they can see a SCII beta icon on their kr.Battle.net account home pages. Some speculate that Blizzard has mistakenly shown how they will reveal the beta on Battle.net but the blues offer no response. As per the Blizzard norm, it seems clues are being 'accidentally' dropped right and left.

June 22nd – Everyone expects the Starcraft 2 beta to be released at the Blizzard press conference but alas, it is not.  The press invited to come to the conference begin releasing information via Twitter and their websites.

So, what is CommSC going to be doing in the coming weeks? Check out our to-do list below (especially number 9):

1.  Compile all of the information released by the gaming press at the Blizzard conference (expect a news post about this later today).
2.  Update the front page as often as possible with the latest Starcraft 2 news.
3.  A
fter release, write about our beta insights in the Blog section.
4.  Add a comment system so you guys can voice your opinions on the news and the blog.
5.  Begin updating/finishing the Game Information section with Starcraft 2 information we can easily access with the release of the beta.
6.  Add Battle Report 3 to our Replays section.
7.  Take screenshots of beta and add them to the Screenshots section.
8.  Record demos of beta and add them to the new Files section.
9.  Host a Starcraft 2 beta tournament for the community.

Want to help out? We need blog writers, Starcraft 2 news writers, and forum moderators. Contact Graham on the forums via the PM system.



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Last Updated on Thursday, 25 June 2009 08:58
 
Starcraft II Q/A Batch 52 Released E-mail
Written by Graham   
Saturday, 13 June 2009 22:54

Karune released the 52nd Starcraft 2 Q/A yesterday evening:

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.



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Still waiting for beta...how long is it going to take Blizzard?
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Posting the latest fansite Q/A shortly!
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Be sure to check out the huge list of links I have compiled on our front page with SC2 press conference info!
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Dustin Browder interview up now!
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Interview with Dustin Browder will be up on the site shortly.

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