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The game is old... accept that first.
I am. After my next map, I plan to retire from formal mapping for SC (unless Blizz gets off their asses with their next PC SC game). But old as it is, as I said earlier, it has one of the biggest fan bases of any game I know. Almost everyone has heard of Starcraft, and though not everyone still plays it, it wouldn't be hard for people to return to it if there was a reason to. Most people have moved on only because they figure they've "seen it all" by now, and not so much because of its age. Adding a new twist to things would indeed bring in new people.
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Then accept the fact that WC3 has these "mod" abilities already.
Modding for W3 involves programming and 3d, which arn't very "player" level skills. SC is a 2d game, and has no formal programming features to it (if that makes sense), so a lot of it is right within people's grasp. I don't think it would be as unpopular as you think.
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With the current engine that SC has, you can literally do everything (aside from changing sprites, pathways, tech trees, animations).
I wouldn't be cancelling A&O for SC if that were true.
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We would have to relearn a whole new system of modifying maps.
Not if you don't want to. Appending mod data is as easy as drag and dropping mod files into the map through winmpq. This could be things as simple as small cursor images and sounds to whole tilesets or unit data. Plus with memory-based modding, a lot of the current limits of modding could be circumvented, and even some new stuff might be possible that we haven't discovered yet.
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Heck, what about the intensive programming codes that you would need to know?
Like you said (later in the post), you haven't done any real programming. How would you know that?
Short answer: You wouldn't.
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Most people today can barely run SF... how do you expect them to run this upcoming program?
Um, double click the executable?
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Also, look at the map size. If you are planning to put the whole mod onto the map, wouldn't the map's size skyrocket into infinity?
Well lets look at it this way: Current map files contain usually only map data and a few wav files. The larger ones are mostly due to the wav files. If an auto-modder works by memory, and we've established that you can put ANY file into an mpq, whats to say you couldn't put things like, oh I dunno, mp3 files instead of wavs? That could actually decrease file size, if utilized properly.
As for mod data, graphics arn't typically as weighty as things like wavs, so I'm not worried about that. Other non-graphics mod data for units and tech trees and stuff would be mere text files, which when compressed in the mpq would amount to very little as well.
In other words, you'd really have to try to make your map inordinately large.
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What about compatibility? Mac users to Windows? Will there be complications between that? How about the programming that is required to sync both the Mac Os and the Windows Os?
Well that would be the only thing I can't answer. Most people I know use windows, and I guess that goes the same for the bnet population as well, so I don't think it would be a huge loss if it didn't work. Though I doubt that it COULDN'T work, if someone had the skills.