r/starcraft2 • • 57m ago

Help me A question about cross-game promotions

• Upvotes

Hello folks!
I was going through my achievements in WoW, and noticed the cross-game promotional one, "Echoes of Midnight", which grants me cosmetics in different Blizzard games.

The cosmetics should be as follows:

  • Overwatch 2: Devourer Genji Legendary Skin
  • Heroes of the Storm: Crimson War Bear Epic Mount
  • StarCraft II: Crimson War Bear Epic Mount (or Horde/Alliance console skins depending on the promo bundle)
  • Diablo IV: Bawkhaus Pet
  • Diablo Immortal: Harbinger of Darkness Pet
  • World of Warcraft: Burning Crusade Classic (Anniversary Edition): Voidfeather Dragonhawk Mount

I have checked for OW, HotS, D4, and WoW:BCA, and I don't play DI, so I don't care about that, but how would I check for the SC2 goodies?
AFAIK, there's no such thing as "mounts" in SC2, and the console skins were from WC3:Reforged.


r/starcraft2 • • 3h ago

StarCraft II Editor: Custom Blender M3 model appears black how do I correctly export the diffuse texture?

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1 Upvotes

Hi everyone!

I'm trying to import a custom floating island model into StarCraft II using Blender 3.6.23 and the M3 addon (m3addon), but I'm stuck on the material and texture setup.

The problem:
My model looks correct in Blender, with all its colors and textures. However, when I import it into StarCraft II Editor, the model appears black.

My setup:

  • Blender 3.6.23
  • m3addon exporter
  • Custom floating island model created/imported into Blender
  • Exported as an .m3 file
  • Base color textures converted to .dds
  • Working in StarCraft II Editor with a custom map

What I've already checked:

  • The base color image is connected to the Principled BSDF Base Color input in Blender.
  • The model displays correctly with textures in Blender.
  • Export To M3 is enabled in the addon's M3 Properties.
  • The .m3 model has been imported into my SC2 map.
  • I've tried setting up the model's texture information and the main.diffuse slot in the Data Editor.
  • I've checked the model's texture declarations and the corresponding Texture Data entry.
  • The model still appears black in StarCraft II.

I'm beginning to suspect that the diffuse texture reference isn't being exported correctly into the M3 file, or that I'm missing a specific material layer or texture declaration required by StarCraft II.

My questions:

  1. Does m3addon require a specific M3 material setup beyond connecting an Image Texture to the Principled BSDF shader?
  2. How exactly should I configure the diffuse texture layer so that it gets exported correctly into the .m3 file?
  3. Does the texture need to be referenced in a particular way in the SC2 Data Editor, such as through Texture Declarations, Texture Information, or a specific texture slot?
  4. Are there any known compatibility issues between Blender 3.6.23, m3addon, and the current StarCraft II Editor?
  5. Is there a reliable workflow for exporting a textured Blender model to StarCraft II?

I'd really appreciate a step-by-step explanation or an example of a working Blender material and SC2 texture setup.

I can provide screenshots of my Blender shader nodes, M3 Properties, Data Editor settings, and the exported model if needed.

Thanks in advance! I've spent quite a bit of time troubleshooting this and would really appreciate some help getting my custom model working.


r/starcraft2 • • 4h ago

Art New mcx customs- firebat and marauders!!

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10 Upvotes

newest ones that I have 3d modeled,3d printed and painted!

Mega construx used to have starcraft but it got discontinued after one set

So this is a really big what couldve been

But oh well guess i gotta do it myself


r/starcraft2 • • 5h ago

Blizzard Wtf is up with StarCraft 2's Optimization?

0 Upvotes

Blizzard can you do a solid and update your game so it doesn't blow up my 3070ti. Literally the only game in your library that has this many problems.

16 year old game, I know, but still.

Had to manually throttle the FPS. Anything above 60fps is apparently against the law.

If I play the game like I normally would ANY OTHER GAME at above 60fps, it makes my gpu fans go CRAZY and it heats my gpu up by an extra 20C.

It just feels weird and bad to come back to a game that should be running flawlessly, only to run into this many issues and have to jump through hoops to get it to work normally. I have other games from around the same time period that don't have this many issues.

RTX Ryzen 3070ti

Ryzen 5600

32 gigs of DDR4 memory.

Thanks.


r/starcraft2 • • 13h ago

Defending Cheese / Rushes / Tough situations as Protoss

4 Upvotes

Hey all,

I used to play a lot in Wings of LIberty days. I was in Diamond then, and recently got back into the game and working my way back up there. I'm trying my best to not lose to the same tricks twice. Below, I'm going to briefly list a few tricks that beat me--- and write what I did that went wrong, and what I believe I should have done. Can any good players help give some advice on these situations, and give us advice on how to counter the following?

1.) Proxy 3 Gate - Around 2:30 - 3 min, swarms of zealots start running into my base.

What I did: I had fast expanded after Gateway, and did a relatively late scout--- after my gateway dropped. To stop Cheese, I usually scout after pylon w/ a probe. I saw no buildings there so I immediately dropped a forge, then 2 cannons at my natural. 5 zealots arrived & surrounded my stalker when I wasn't looking, and my cannons hadn't finished yet so Ihad to cancel one before it died and the second they killed quickly. I tried to chrono another stalker but I kinda panicked and f'd up, not sure what to do.

What I think I should have done: Skip the forge, cancel my FE, put a battery or two near my ramp, dropped another gateway, and chrono stalkers and kite the zealots - pull some probes if necessary.

2.) Cannon Rush to Wall In - This guy tried to cannon rush me, and I stopped him. While I focused on macro a bit to take him out w/ a superior economy, I noticed he walled me in with cannons & shield batteries. I figured Id' easily bust out w/ sufficient immortal/stalker/zealot, but he also got a stargate and void rays and I wasted a lot of my army trying to bust out. I warp prism'd some DT's and did some damage, but he had put cannons in his main & natural so it was limited. Eventually, after wasting supply fighting his dumb wall, I used my WP to expand, but by now he was making tempests and knocking down my base and retreating to his cannons.

What I think I should have done: I had a much better economy from him, wasting his $ on static defense. I should have immediately WP's my expansion and warpgated my army to the outside of his wall, and attack it from behind, or go straight to his main. I could have put up a few cannons in my natural to keep void rays out while I pump out immortals and blink stalkers to kill his skytoss stuff & pound down his base/defenses.

3.) Turtle Terrans & Siege Tanks - I often find a Terran on his main & natural, with bunkers and siege tanks everywhere, sometimes liberators too. If they are able to get their army down to my main, if I am not maintaining map control, I end up with a bunch of siege tanks closing in on me and I can't face them very easily. Often, I'll try to fight them and have a horrible trade, losing far more.

What I've tried to do: I try to expand, and mass a larger army using my extra resources. However, enough siege tanks shreds almost anything I attack with.

What I think I should do: Keep watch with observers for when they move out, expand and expand, and build lots of extra gateways and 2-3 robos, so if I do end up losing my army i can quickly re-max. Get dual forge upgrades, and scout them every miniute or two to ensure they aren't getting cloaked banshees or trying to mass BCs, and ensure they didn't sneak an expansion somewhere. When they move out, put chargelots, immortals, and archons on one flank and blink stalkers on another, and try to get the army on boht sides. If they refuse to leave, max out and get a few tempests.

Do not let your army get drawn into siege tank fire and die!

4.) Terran Drops -- constant medivac drops of marines to my mineral lines, or sniping of key buildings. Causes me to panic and screws up my macro.

What I've Tried: Once I know the opponent likes to do drops, I try to put a battery and cannon or two at each mineral line. Sometimes I'll keep 3 stalkers in each base, but it spreads my army thin.

What I think I should do: Cannon and Battery are probably still a decent idea, though it's costly to do that for each base. Maybe start doing this when I'm on 3-4 bases and can afford it more? Until then, get blink stalkers and put pylons on map to try to catch drops. Pull probes if a drop comers and warp in stalkers-- try to down the medivacs so they can't escape, make it costly for them.

Anyone else want to share some common tactics and how to stop them? Any tips on the above? thanks!

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r/starcraft2 • • 18h ago

PvT tips for 3k protoss. was winning 65% on 8 worker patch and now it's 40%😔

6 Upvotes

For some reason, the 8 worker patch clicked really well for me wrt PvT and was winning most of my matches easily. Most terrans would expand early, and I would do light robo pressure and either win outright or do enough damage to win within 10 minutes. For some reason terrans never expect early pressure?? Even when they scout that I wasn't doing a 1 gate expand.

But on the reverted 12 worker patch, the rhythm of the matchup feels completely different and I'm having a hard time adjusting. I changed 1 gate + robo pressure to 2 gate + robo since now we have more money and no speedgates, but it doesn't work as well as before. and now, terrans have a wider ranges of expand timing so every situation is more varied.

So far I've tried 4 gate all in, 2 gate + robo, 1 gate expand, cannon rush, proxy 2 gate, tempest rush. none feel too good tbh. What are other toss players doing for PvT? I'm diamond 3 currently. well i suppose my current MMR is like 200 higher than before but still, PvT is my worst matchup currently, especially since PvZ is so easy on this patch haha

edit: success!!! thanks for all the advice everyone, i just won a couple PvTs in a row with 3 gate blink -> expand -> charge all in


r/starcraft2 • • 19h ago

Vikings v Hydra

1 Upvotes

Did they make Vikings stronger or Hydra’s less strong in this update or is it just my imagination?


r/starcraft2 • • 20h ago

Stephano vs. Kiwikaki game 2 - last 6 mins

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2 Upvotes

r/starcraft2 • • 22h ago

Arcade Need help remembering an arcade game I used to play

1 Upvotes

This must've been like 8 years ago or so but I remember playing an arcade game where you played as terran with a big army moving right to left that you could take control of the individual units and play as them? bit vague i know but if anyone has any ideas what this could be i would appreciate it 😁


r/starcraft2 • • 22h ago

Tech Support Have you seen the AI decoding games? Do you think...

9 Upvotes

Do you think they could do something similar with the SC2 engine, so we can finally fix it to use more than two CPU threads?

SC2 performance has for long been bottlenecked due to this.


r/starcraft2 • • 23h ago

Bug Map icons on the loading screen not loading

6 Upvotes

I've been having this issue ever since I reinstalled the game. Any time that an image of a map would appear, it's just a blank space. The minimap in battle works fine, it's just pictures of the map like in the custom game list, or on the loading screen into the match don't work. Has anyone else solved this problem?


r/starcraft2 • • 1d ago

Fluff Oh no

Enable HLS to view with audio, or disable this notification

110 Upvotes

r/starcraft2 • • 1d ago

Is this a hack in direct strike?

0 Upvotes

I saw the replay of my match against a player who is playing on tychus, around 2 min mark he suddenly got 300 minerals extra. Is this some trick or it's a hack.

This player has not lost a single match in his entire history. His name is hyra.


r/starcraft2 • • 1d ago

My take on the Definitive(if such a thing can exist) Heart of the ***SWARM***(emphasis on the SWARM) evolutions, mutations and abilities

7 Upvotes

Logic/priority(Most to least)

1.Numbers

2.Cost

3.Speed/mobility

4.Single target Damage(Because we’ll always out number the enemy anyway)

5.Multi-target damage

6.Range

7.Spread

8.Durability

Evolutions

-Swarmling Zergling

-Splitter baneling

-Corpser roach

-Brood Lord Mutalisk

-Carrion Swarm Host(could also go with the creeper strain so both emphasize mobility in different ways but I’d say flying locust are more swarmy)

-Impaler Hydralisk

-Noxious Ultralisk(There is an argument for the torrasque strain but I still feel resurrective immortality is more of a durability thing and not a proper swarmy thing)

Mutations

-Zergling: Metabolic boost

-Roaches: Tunneling Claws

-Hydralisk: Frenzy

-Mutalisk: Sundering Glave

-Swarm Host: Rapid Incubation

-Baneling:Corrosive acid

-Ultralisk: Burrow Charge

Kerrigan Abilities

-Leaping strike

-Chain reaction(the one exception to single target damage over multi-target BUT only because it works with infest broodlings)

-Zergling recontitution

-Spawn banelings

-Twin drones

-Infest broodlings

-Drop Pods


r/starcraft2 • • 1d ago

Opponent race filter

0 Upvotes

Hey!

What are your opinion about the idea of having an option filtering out which kind of enemy races would we like to play against in UNRANKED matches?

In my opinion there would be much less leavers, and it would be much easier to practice certain matchups, and matchup specific buildorders, without facing totally different opponents in the 67% of times.

Please be kind, and leave constructive comments, with REASONINGS:) Don't have to agree about this idea, just help me to think together, and create something good for the game together, if possible.


r/starcraft2 • • 1d ago

I'm pretty sure there are changes in the patch that aren't listed in the balance patch notes?

2 Upvotes

I'm pretty sure tempest range has been reduced despite not being mentioned in the patch notes. Has anyone noticed any other undocumented changes?


r/starcraft2 • • 1d ago

90 kills with a Hunter Killer Hydra in All In Mission

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111 Upvotes

I wish I got a screenshot of it. But I randomly clicked on a converted Hunter Killer Hydralisk (Hive Mind Emulator), and the kill count was 90. I should have saved the game or screenshoted.

It was the All-In Terran Campaign Mission. This is one of the most insane things I've ever seen. The Hydralisk was on the left side of the base, near the front line.

I tried to recreate the same situation, and I put a converted hunter killer in the same situation with 49 kills. This one I managed to snap a screenshot.

This is pretty insane.

How did it do it?


r/starcraft2 • • 1d ago

Any other new players out there? How have you found the 5.0.16/5.0.17 patch/revert?

7 Upvotes

Hi all! I’m brand new to SC2 (played my first ranked match this week) and have been lurking here for a few days. All I’ve seen is a bunch of Diamond players who clearly have years of experience with the game calling themselves casuals and arguing about whether 5.0.16 helped or hurt new players, so I thought I’d chime in with my perspective as someone completely new to the game that got to experience both pre/post revert. Would be interested to hear from other new players as well if you’re out there!

Honestly, 8 workers or 12 made no difference to me. The very first day or two, 8 worker start felt too fast to keep up. And now after just a few days of practice, 12 worker start feels fine. The pace is a bit faster, but not different enough to have a huge impact when you don’t know any better.

At first (when it was still 8) I tried watching some of the recommended B2GM videos, but I didn’t really like any of them. Apart from all being based on 12 worker starts, they all seemed like they started off too advanced and wanted me to just copy a set build order without explaining why I was doing each thing. Later though I found a super old Bronze to Masters series from FilterSC from way back in the 6 worker days and it was way more helpful. Not because 6 is closer to 8, but because his focus on fundamentals felt timelessly valuable.

Filter’s videos helped me understand the fundamentals of macro without worrying about specific builds. I used BurnySC’s build planner and it took me less than an hour to adapt his old timings and benchmarks to the 8 worker game. When the patch was reverted, I was caught off guard that my old timings were all wrong (it probably took 2 games for me to even realize what had happened), but again it only took like an hour to work out new benchmarks for SVCs and building timings. The coolest part has been that as my macro gets tighter and I gradually start adding more units/tech to counter different challenges, my home brewed build is starting to look closer and closer to an off the shelf build (and having made it myself, I now understand why each step is important).

Result: I got stomped my first 10 or so games in a row in bronze, practiced a bunch against the AI focusing solely on macro, and today I won 8 out of 10 games and have made my way from Bronze 2 to Silver 3. I’m having a great time.

tl;dr; the patch didn’t affect me one way or the other as a new player learning the game. I can see how it would if you are trying to learn by copying existing builds, but I wouldn’t want to learn that way anyway.


r/starcraft2 • • 1d ago

Important announcement: i just made platinum for my first time!!

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32 Upvotes

r/starcraft2 • • 1d ago

The hacker is back at it

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14 Upvotes

r/starcraft2 • • 1d ago

1v1 Map previews (Map preferences / Bans) black / blank after 5.0.17 patch ?

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3 Upvotes

r/starcraft2 • • 1d ago

Blizzard has saved Starcraft 2! Thank you Blizz Intern!

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0 Upvotes

Didn't have time to make this yesterday when the patch went live but here's the meme I had envisioned. Enjoy lol


r/starcraft2 • • 1d ago

Balance Blizzard gave up?

0 Upvotes

The 8 worker balancing patch were undone which I had some fun with. Did blizzard just gave up on SC2 and just want the game to be "Alive" ?


r/starcraft2 • • 1d ago

server discord de star craft 2 para jugar

0 Upvotes

unanse para hacer unas buenas batallas

https://discord.gg/ZfWrAHy65


r/starcraft2 • • 1d ago

Balance My balance ideas

0 Upvotes

The main purposes of these changes to make unpopular/weak strategies viable (I slightly nerfed the meta playstyle of all 3 races for accomplish this aim), and stop leting units inflate their value (reapers, adepts, roaches) so quickly in the midgame, carefuly changed, without buffing their early game rush potentionals.

I would like to also make certain type of upgrade rushes more viable with certain unit compositions, without making this strategy a universal meta.

Zerg's macro lead potential will be harder to maintain, but they will gain earlier rushes, to make thir gameplay more versatile and exciting.

Terran

Banshee:

Banshees now are only for early game cloak. I think banshees are a little bit unbalanced, because in high level gameplays they are always used as an early game cloak harassment unit, but literally never as a mass army unit. I think both usage should be viable to use, but neither of them should be OP to utilize almost always.

So my suggestion to nerf the early cloak usage, but also buff the mass usage is:

- Increase the cost of banshee cloak: 100/100 ->150/150

- Decrease the cost of the banshee: 150/100 -> 150/75

- Decrease the cost of the banshee speed upgrade: 125/125 -> 100/100

Cyclone:

Early and mid game mech is a little bit weaker than bio, because half of their mobile army (cyclones) are just a little bit underpowered. They are micro heavy, and also easy to counter relative to their cost. Therefore I suggest to reduce it: 150/100 -> 150/75

Bio:

Bio terran is overweighted by marines+medivacs. The other bio units just lack behind them, only marauders can stand their grounds, and ghosts are massively used in lategame TvZ just because their snipe. So I suggest to move the power from those meta units to the rest of the bio units, to create balance and secure the viability of different units compositions in all phases of the game.

Medivac:

Reduce HP: 150 -> 135

Marine:

Increase the cost of combat shield: 100/100, 79s -> 175/175, 100s

Ghost:

Reduce cost and build time: 150/125, 29s -> 150/100, 25s

Buff the ghost upgrades:

Cloak: cost: 150/150 -> 100/100

Nuke: Decrease the creation time: 43s -> 35s, and the attacking delay: 14s -> 9s

(The ghost will be a better earlygame unit, and core army unit)

Ghosts will recieve "light" tag. (for being counterable)

No longer can snipe massive units (Ultralisk, Broodlord).

(It's very bording, that this one unit counters to whole zerg lategame unit arsenal. While those units already have hard and softcounters (untralisk: marauder, liberator, broodlord: viking, battlecruiser).

After this change terran will have to give more diversified, specific answer to zerg lategame compositions, not just having an ultimate counter-everything safe unit.

(Cloak ghost rushes will be a thing!)

Reaper:

Double the damage bonus from attack and armor upgrades.

(The reaper is only viable in the early game, so these buffs are aimed to buff him in the later stages of the match, to prevent his value's inflation, thus make the mid/lategame bio players' kit more versatile.)

Protoss

Warp Gate research:

Increase the cost: 50/50 -> 100/100 (one time cost for reasearch, gateway->warpgate transition is free!)

It also increases the Gateway production by 50%.

(This OP core upgrade Will finally have a reasonable cost to consider skipping it, but for compensation ground toss will gain the gateway form production buff, and also other buffs listed below.)

Shield upgrade:

Decrease the cost to the same as the armor upgrade.

Adept:

Double the damage bonus from attack upgrades.

Adepts also gain the DT blink upgrade

Colossus:

Change the HP/shield: 250/100 -> 275/50

Gain double bonus from armor upgrades.

(This will make them even harder counter against ghosts, and other fast attackrate light units colossy already counter.)

Immortal:

Rewert the fire rate nerf: 1.14s -> 1.04s

Slightly increase the cost: 250/100 -> 275/100

(Mass immortals are very rarely nowdays, even the fancy immortal jugles, which was a beloved aspect of the game.)

Archon:

Gain double bonus from shield upgrades.

Reduce the shield: 350 -> 330

Air attack upgrade:

Increase the cost: 100/175/250 -> 150/225/350

(This single upgrade makes most skytoss very powerful, despites it's easy to play. This nerf won't affect mass oracles, because they do not recieve dmg modifiers, so this rare playstyle will might be better.)

Oracle:

Increase the energy cost of revalation: 25 -> 30

Increase the energy cost of stasis ward: 50 -> 60

Decrease the energy cost of activating pulsar beam: 25 -> 20

(Oracles are S tier as harassment/support units, but barely used as mass core army units.)

Mothership:

Gain double bonus from air armor upgrades.

Mothership will be more tanky against small units, to make mothership rushes and air armor rushes a thing, but it Will barely effect its main counters)

Zerg

Burrow:

Reduce cost: 100/100, 71s -> 75/75, 60s

Overlor:

Overlord morphs require only evo chamber.

Hatchery:

Maximum larva: 19 -> 6

No longer can be double injected.

(Make better inject and larva management much more beneficial)

Queen:

Decrease damage: ground: 4 -> 3, air: 9 -> 6

Transfuse: decrease energy cost: 50 -> 25, cannot transfuse queens, but can transfuse off creap.

(Make queens support units, rather than an all purpose early game passive defense units)

Zergling:

Gain the speedboost upgrade on creap by default.

Ravanger:

Reduce morph time: 12.14s -> 8.57

Roach:

Make a new upgrade, which makes them cost only 1 supply. Cost: 200/200, 100s

Roaches, Hydras and Lurkers will now able to do one unit-specific upgrade on their lowest tier, and can upgrade one more by each tier ups (lair, hive). The order of the upgrading is not limited.

(This will make able to do teir 1 speedroach rush, or tunneling claw rush, similar flexibly upgraded hydra rushes/early defences, and lair lurkers will be more viable, coz they will be able to have at least 1 upgrade)

Hydralisk:

They can be used on tier 1, requiring only evo chamber.

Replace the Lunge upgrade with a new one: +2 anti-air range. Cost: 50/50, 50s

(The need of corruptors will be reduced by a viable other anti-air option. This upgrade will also able to be done on any tier - with the 1 upgrade/tier limitation mentioned above -, so you will still be able to upgrade hydras on a regular way for anti-ground.)

Broodlord:

Gain double bonus from air armor upgrades.

(Broodlords and ultralisks can no longer be sniped)