Heart of the Swarm Licenses & Dependencies

Developer
Posts: 103
UPDATE: Patch 2.1 has removed many license based restrictions.
Read more here:
Patch 2.1 - Free Arcade

Greetings StarCraft II Mapmakers!

We wanted to take a moment to provide details and clarify how expansion levels, map dependencies, and custom mods will interact relative to your maps with the upcoming Heart of the Swarm expansion.

One Client, Two Expansion Levels
Wings of Liberty (WoL) and Heart of the Swarm (HotS) will coexist under one client executable, with access to their respective content being limited within the StarCraft II client by players’ account-based licenses. This means that, unlike Warcraft III and its expansion which ran as two independent clients with fully separated communities; players with WoL or WoL+HotS licenses will all be in the same client on the same Battle.net service together, though what they can actually play will be limited by the game licenses they own. Under these license restrictions, players with only the WoL license will not be able to play HotS-dependent maps or mods, though HotS-licensed players will have access to both WoL and HotS-dependent maps and mods.

On the matchmaking front, HotS license holders will be able to switch their expansion level to and from WoL using a dropdown within the client, allowing them to transition between WoL and HotS ladders. All Arcade players will be able to see and, depending on the license(s) they own, play your Arcade maps from either license level.

As a mapmaker, this unified community benefits you by making your Arcade maps – whether WoL or HotS-dependent – visible and potentially playable by the entire StarCraft II player community. Maps from both dependencies will also appear in the various Arcade popularity and ratings systems, so a WoL-only map could potentially remain just as popular and played as a HotS map.

Note that the filtering on the Custom Game list is a bit different from Arcade in that WoL-only players will not see the HotS maps they can’t play in their Custom Game map listings in an effort to make those map lists more relevant to them.

StarCraft II Dependencies in Arcade Maps
The license level you own as a mapmaker will inform what dependencies you can add to your maps, so if you intend on making HotS-dependent maps, you’ll need to have a HotS license yourself. Beyond that, you have several options at your disposal which dictate the content you include and subsequently who can play your maps based on the dependencies you utilize in them.

You can choose to keep your existing maps purely WoL-dependent, or you can modify them to add all of the new HotS content via the HotS dependencies. Alternatively, you may choose to support separate versions of your maps for both player license levels and have WoL and HotS versions of your maps if you’re so inclined. Those choices are up to you, and while it might be in your best interest to ensure that your maps have the latest and greatest content from the expansion, there’s nothing from our end dictating that you must cater to any specific player license level with your maps.

StarCraft II Dependencies in Melee Maps
Melee mapmakers will be able to make WoL-dependent maps that WoL or HotS players can play with the correct unit and balance data, as the game will automatically load in the proper Multi balance dependencies based upon the license level the player is actively playing in. Any HotS-dependent melee maps utilizing the new tilesets and doodads from the expansion will only be available for play by HotS license holders. As mentioned above, these maps will generally not be visible in the Custom Game list to WoL-only license holders as well.

User-Generated Mod Dependencies
Many of you also utilize custom mods with your own collections of art and sounds in your maps. Those mods that do not depend on any HotS content will remain independent of any HotS license restriction. Custom maps that depend on a user mod utilizing HotS content will require a HotS license, even if the map itself does not depend on HotS directly.

Soonish™, we’ll release our StarTools suite of plugins to Beta, which will allow advanced users who own 3dsMax to create their own models from scratch using the same tools our Art Team makes all of the game models with. Any models exported from those tools will be similarly independent of license restrictions, so the art you make with them will be playable by both WoL and HotS players so long as the map or mod containing them does not have a HotS dependency.

As a caveat to this user-generated mod flexibility, know that attempting to bypass our license restrictions by importing HotS assets into your custom mods will be policed and considered actionable violations of our Terms of Use.

Other Cool Stuff
The entire StarCraft II team is committed to continually improving the game and its tools in support of the community flourishing around them. We play your maps and read these forums frequently, and many of us are here on a daily basis responding to questions, bugs, feedback, and requests. To augment this, we’re currently planning a significant revamp of the Custom Map forum which will provide new forums and sub-forums specific to a wide range of topics benefiting the entire mapmaking community.

Heart of the Swarm brings a massive amount of new content to StarCraft II while also heralding significant improvements to the game’s Editor and underlying technologies that will benefit mapmakers regardless of whether or not you purchase the expansion. From a deluge of nearly 500 (and counting) new and helpful tooltips we've added to the Data Editor, to the brand new Data Navigator which helps visualize complex data relationships more clearly than ever before, to the numerous optimizations and additions we've made to the Galaxy scripting system - there’s a wealth of really exciting support coming to the game and Editor specifically targeted at this awesome mapmaking community.

This post will undoubtedly generate some questions, so please reply here and we’ll be happy to answer things as they come up.

Thanks!
Edited by Tenarsis on 1/21/2014 5:53 PM PST
Reply Quote
Posts: 774
Just a virtual case:

If one used the startools to cut off some model part from a hots model and add it to a wol model, then the result model. Is such action consided as violation?
Reply Quote
Posts: 1,395
To go with Renee's Question, If it is allowed then what percentage of the HoTS asset, would be allowed to be on the WoL Asset?
Reply Quote
Posts: 614
Fix HOTS for Mac. Thanks.
Reply Quote
MVP
Posts: 7,078
Awesome, thanks for the clarifications!

12/10/2012 07:09 PMPosted by Renee
If one used the startools to cut off some model part from a hots model and add it to a wol model, then the result model. Is such action consided as violation?

I'd have to assume that because it's part of a HotS asset, it's considered a HotS asset period?
________________________________________________
The Chat Gem Lives!
Diablo III Analyst for Pro Team Evil Geniuses
Fansite Administrator of SC2Mapster and SC2Replayed
Reply Quote
Posts: 1,395
Awesome, thanks for the clarifications!

If one used the startools to cut off some model part from a hots model and add it to a wol model, then the result model. Is such action consided as violation?

I'd have to assume that because it's part of a HotS asset, it's considered a HotS asset period?


I would agree to an extent, But there has to be some limit to where we can say, its no longer a HoTS asset, For example if I take the Shield from the Warhound, and attach it to the marine for a larger shield, would it still be a HoTS asset?. There has to be some cut off, unless its just none.
Reply Quote
Developer
Posts: 103
If you're planning to publish new models that incorporate any assets from HotS - including, but not limited to, elements from HotS models, animations, or textures - we'll expect you to have the requisite HotS dependencies active on your map or mod.

By the way, we'll release more info on StarTools here very soon as we prepare to release them to Beta, but know that we'll be providing source 3ds Max files and textures for select WoL units and buildings with the installation package to serve as sample files. These files can also be used as jumping-off points to make new or modified WoL-dependent models, so there will not only be freedom to create entirely new art from scratch using StarTools, but also opportunities to modify the provided WoL assets as you see fit.
Reply Quote
Posts: 1,395
Dang, Oh well, Thanks for the information Xuzaca :D.
Reply Quote
Posts: 12

Soonish™, we’ll release our StarTools suite of plugins to Beta, which will allow advanced users who own 3dsMax to create their own models from scratch using the same tools our Art Team makes all of the game models with.
Thanks!


Sweeeeeeeeeeeeeeeeeeeeeet.

Will the Plugin be compatible with most current versions of 3ds max (2010-2013) or will that be one of the focus of the beta?
Reply Quote
Posts: 467
Xuzaca, is this merely just asset (dependancy) based?

I figure I already know the answer but for clarification; the HotS editor is improving quite a few things, adding new functions in the trigger editor, new fields in the data etc. I would presume that whilst you could not go backwards from Hots Beta to WoL currently - come release of HotS and the use of a single client that merely changes the Mods, that all new features to the engine will be available in both games, and the limitation will only extend to the dependancies.
Reply Quote
Posts: 41
Wow can't wait :)
Reply Quote
Posts: 266
are we gonna get SC:BW models now? I would like to use Corsairs and Valkyries.
Reply Quote
Posts: 41
Will the beta version of the tools be available to everyone or just some chosen beta testers?
Reply Quote
Posts: 19
I don't really have the money to buy 3ds Max (Wow that 3k price point), I tend to use the open source software Blender. Will the data released with StarTools be compatible with Blender?
Reply Quote
Posts: 41
If they will be released in .max format only then no, blender doesn't support this.
Reply Quote
Posts: 204
Soonish™, we’ll release our StarTools suite of plugins to Beta, which will allow advanced users who own 3dsMax to create their own models from scratch using the same tools our Art Team makes all of the game models with. Any models exported from those tools will be similarly independent of license restrictions, so the art you make with them will be playable by both WoL and HotS players so long as the map or mod containing them does not have a HotS dependency.


Just as a quick question--

What is the copyright/user rights of self-made 3D assets?--does the original modeler/artist retain copyright protection of the asset or, by incorporating it into SC2 will it be licensed out/transfer IP rights to Blizzard? I am sure this will not stop many people who already do 3D since pumping out new things is not exactly difficult (assuming it is not a massive piece of work but figured I'd ask for clarification's sake.
Reply Quote
Posts: 1,720
Ok but you still haven't answered the question about whether the art tools will require a HotS license or not.
Reply Quote
Posts: 1,395
Any models exported from those tools will be similarly independent of license restrictions, so the art you make with them will be playable by both WoL and HotS players so long as the map or mod containing them does not have a HotS dependency.

As a caveat to this user-generated mod flexibility, know that attempting to bypass our license restrictions by importing HotS assets into your custom mods will be policed and considered actionable violations of our Terms of Use.


fockewulf read before you type :P
Reply Quote
Posts: 25
Any news for the following?

Bank Data resetting itself/becoming corrupted.

Linking maps without having to find the second version (long RPGs).

Dedicated servers or lowering/removing minimum latency to allow for FPS and hyper active maps.

Being able to reconnecting to maps, if disconnected.

Allowing Bank Data to be saved on servers.

Allowing Global/Regional Bank Data (for showing records, leaderboards, etc etc) or allowing us to send data to an external source so we can keep track ourselves.

Replace working with Local Variables/Parameters.

Using records as parameters, records as return values, and setting identical records to one another.

Map Market, it would be awesome to have teams be compensated for hard work.

Don't get me wrong, I love a lot of what you have done for us, but these things specifically are what would in my opinion, make this game great. Light is rarely shed on these things, and it would be great to get an official response.

I know you guys don't decide where the money is spent, but 346 million in sales and marketing over the last 9 months. Why is the collective Blizzard not doing what they could, produce such an amazing game that everyone talks about it, and use the talk as marketing. If you need to spend that much on advertisements, then the game is lacking in some way.

Buy some servers, buy some bandwidth, and make this the game we all want it to be.
Edited by Demo on 12/27/2012 3:32 PM PST
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)

Reported!

[Close]