Topic (Sticky) StarCraft II Editor Questions
Daxxarri
Daxxarri
Community Manager
Calling all veteran and aspiring map developers! Do you have any questions regarding the creation of player-made maps or usability of the StarCraft II Editor? If so, we encourage you to post your inquiries in this thread.

As this discussion is only intended for questions related to the StarCraft II Editor and map creation process, for general feedback regarding the custom map system, we ask that you please continue to post here: http://sea.battle.net/sc2/en/forum/topic/26753086

Thank you!
KingThrall #963
KingThrall
Edited by KingThrall on 8/30/10 12:31 AM (PDT)
1. Why does the editor not provide campaign units for Custom as well as Liberty campaign. I mean by mercenaries, sc1 units heroes are not accecable if you choose to do a custom map.

2. Why are some of the doodad doors 2x more complicated haveing to use Morph ect and some work in the triggers when there is no clear manual or guide out there for us to use?

3. The animation doodad really needs an explanaton as to its features including how to make doodads inpassable.

Im currently making a map and ive managed to get most thing working but doodads are one of the hardest things to learn for me.

4. Finnaly will blizzard release a mapmapmakers booklet with details on how to make maps and utelise triggers, ie SC2 mapmakers 4 dummies. It would be an extremley handy resource for my arsenal.
Ahmaz #259
Ahmaz
I'm sorry to go off-topic but I have to answer one of KingThrall's questions.

@KingThrall, we do have access to campaign units. Just add its dependency and you'll have access to mercenaries and heroes from the campaign for use in your custom map.
Nacimota #453
Nacimota
4. Finnaly will blizzard release a mapmapmakers booklet with details on how to make maps and utelise triggers, ie SC2 mapmakers 4 dummies. It would be an extremley handy resource for my arsenal.
As in a physical printed booklet? I doubt it. What I think would work though is a community driven wiki, much like the Valve Developer Community (http://developer.valvesoftware.com/wiki/Main_Page)
ArtVandelay #126
ArtVandelay
Thanks Ahmaz. That was driving me crazy not being able to find them. I knew they were somewhere but i felt so stupid not being able to locate them XD
FaDeCarbon #211
FaDeCarbon
1. Why does the editor not provide campaign units for Custom as well as Liberty campaign. I mean by mercenaries, sc1 units heroes are not accecable if you choose to do a custom map.


The editor does have access to campaign units. You just need to select the Liberty Campaign as a dependency.

4. Finnaly will blizzard release a mapmapmakers booklet with details on how to make maps and utelise triggers, ie SC2 mapmakers 4 dummies. It would be an extremley handy resource for my arsenal.


I haven't done any map editing since release (I play too much multiplayer to have time for it), but I found http://www.sc2mapster.com/ to be a very good resource with plenty of good mappers & tutorials to answer any questions.
KingThrall #963
KingThrall
Edited by KingThrall on 8/31/10 11:34 PM (PDT)
i agree about the whole internet being useful resources. But i mean a book with a nice soundwave .ogg converter cd at the back, you can flip over to chapter ..., and see what you are doing wrong without trolling though other peoples experimentations is a better idea.

Look im a old school guy, i like my books somthing i can feel the pages.

Also- about the dependancy of liberty campaign units. Are you telling me my entire custom map becaues ive chosen custom has to be scrapped entirely of campaign dependent units, or you just add them to the custom list, which i will find out for myself if it is the answer.
SiKiN #259
SiKiN
How do we to construct team player maps such as 4 team maps or even 2 team maps that resemble to teams constructed in the lobby?
Icey #883
Icey
Edited by Icey on 9/12/10 3:50 AM (PDT)
How do we to construct team player maps such as 4 team maps or even 2 team maps that resemble to teams constructed in the lobby?


Firstly you need to add players to your map under player properties, after that you need to put down start locations for each player on your map, which you can do in the Points Layer. After that - You set the team lobby system up in the Game Variants section of the Maps drop down menu at the top of the screen. Use the generate defaults button at the bottom to get an idea of how the standard ones are set up. Generate defaults wont work if you don't have your players set up. After that you then go to team placement basics if you only have 1 mode, or team placement advanced if you have multiple say 2v2/4v4. You set the team placement by specifying ally and enemy start locations, in advanced it automatically recognises which set-up is for which mode by the number of locations you specificy.

Ok now for my first question: How can we modify the standard scoring system that displays when a map is over, to better meet the needs of our maps? I know you can adjust the score value of units produced/killed etc in the data editor, but what if I want to create something like combo points and have it register on the scoring screen at the end, to better reflect where people ended up ranking?

All I could find relating to it was through the use of catalog's get and set parameters to alter database values directly, relate to scoring - such as total unit score, but trying to set up catalog triggers to pull this off proved frustratingly difficult as hours of work just ended up with lots of trigger errors saying unable to read/write correctly :(

I feel score systems are a really important feature in map design, and this is an area that needs explaining.

My second question: What is causing the game to have database issues when you create a map with both melee & campaign dependencies? What can be done to get them both to load reliably each time you load the map up in the editor, outside of having to remove and re-add the local files each time.

My third question: Can we please get a detailed breakdown of the neuances of the data editor, this is something that is incredibly powerful but very perplexing to get started with and I feel it would greatly help the community if the developers or staff could break it down and what the different parts do. I know there is a lot to it, so to do this would require a lot of man hours, but I think it would seriously accelerate the potential of the community.

My fourth question: Is there some way we can have key event based triggers without them being so noticably affected by latency? I feel if there was a way, this would breath a lot of life into the custom mapping community and result in a lot more variety of maps and a lot more interesting maps to play - including first person maps, and racing games for example.
Platon #872
Platon
how do i upload my custom maps?? i always get this note::the requested publish name has unacceptable words(Starcraft)[LOCALE]
Alteisen #540
Alteisen
how do i upload my custom maps?? i always get this note::the requested publish name has unacceptable words(Starcraft)[LOCALE]


This is most likely because your map contain words which match their censorship policies. http://us.blizzard.com/support/article.xml?locale=en_US&articleId=33752
I know it sucks, but that's the reality of Blizzard letting us use their server space to upload our maps to.

I think a mod would be able to address your problem a lot better than I've Platon.
Cerebrumsol #602
Cerebrumsol
I would appreciate it if there's also search feature for assets. scrolling down just to find one model you need is pain in the a**.
Icey #883
Icey
I would appreciate it if there's also search feature for assets. scrolling down just to find one model you need is pain in the a**.


This isn't the feedback thread, read the opening post before posting -

...for general feedback regarding the custom map system, we ask that you please continue to post here: http://sea.battle.net/sc2/en/forum/topic/26753086


Anywho to answer your question, there's a search feature for pretty much every respect that you need to find a model. In the unit layer - there's a search area above the list, in the doodads layer, there's a search area above the list. In the data editor models tab - there's a search area above the list. Want to change a model in the model field of a model in the data editor, as long as you're not in raw data view, there's a search feature above the list.
Cerebrumsol #602
Cerebrumsol
I know. I'm just commenting. I know about that. What I'm talking about is .dds .m3 type file when you try to find the emmusive and diffusive images or models. though thanks for your effort on replying for a guy like me.
Icey #883
Icey

Ok now for my first question: How can we modify the standard scoring system that displays when a map is over, to better meet the needs of our maps?


I made a bit of a breakthrough on this, and well as I posed the question, I thought I'd kind of half answer my own question for the benefit of others.

One means to customise a players final scores to better reflect your map design and conditions, is to alter the Score Results set up in the data editor. For entries like Score Summary, Economy Breakdown and Units, there is a field called Values, that's the field you want to play with. I'll show a little example below:

Example:

Ok say you want to increase a players score because there unit performed a special action, or did something of significance that isn't picked up by default on the score screen results at the end of the game. What you can do is reward the player through giving them custom resources to the value of the score you'd like to reward them, then have that custom resource link into a new score value you create, and have that score value tally onto one of the score results entries which is then added to the total player score on the score screen.

Now to break that down a little further, giving a player a custom resource is a simple triggerable action:

Player - Modify player 1 Custom Resource: Add 100

Now on it's own that's a pretty meaningless action, but to give it purpose, lets go to the data editor, pull down the data type drop down menu at the top of the screen and scroll down to Score Values. This will open up a new tab in the data editor. Now right click on the list with all the values in it like APM, Armor Upgrades Researched etc. and click 'Add Object'. Now a new window opens up, we need to fill in each field:

Name - Give it a name like 'Bonus Score'.
ID - Give it an ID that'll respresent its true name in the list, and its identifier like -
'BonusScore'. Can't have spaces in an ID.
Score Value - Select Standard from the drop down menu.
Then click ok.

Now we have our new custom score value in the list, we need to link it to our custom resources. Select 'Bonus Score' or whatever you called it from the list on the left, and then in the field values in the right double click the field next to 'Value'. It will open up a window with a drop down list, in that list select Custom Resources - Current, then click ok. Now we have our custom score value linked to the players Custom Resources. Save your map now.

Next step is to link that custom score value to the results table at the end. To do this we need to select from the drop down list for Data Sources like we did when we first entered the data editor to locate the Score Values Tab, except on this occasion, we select Score Results. This will reveal the Score Results Tab on the data editor. In that tab will be another list, like the Score Values Tab but a lot shorter. You can select any of a number of entries to add your custom score to, but for this example I'm going to choose the Units entry. Selecting the Units entry, in the fields on the right hand side is again a Value's field, double click the field to the right of the Value's field name brings up another window. In this window you click the tiny green 'x' button, which allows you to add an extra entry, it will also bring up another window. In this window from the drop down menu select the Custom Score Value you created, for this example that would be Bonus Score, then click ok. Your Custom Score Value will now appear in the list and you can then click ok again and that window will close. You've now linked each players custom resources to their final score on the score screen, in this case through the units total score.

Now for this map whenever you want to manually award score to a player, you can do so by
just giving them more custom resources through triggers.

Anywho hope that made sense :)

---------------------------
Now the question remains is there a way to change the labels/layout on the score screen to better fit the needs of a map maker? Also can a map maker create custom values that can be set/modified with triggers that can link to the Score Values, aside from using the default custom resources?
SunTzu #567
SunTzu
If I make a custom map and then scripted it so that it plays by itself.

Then I uploaded the Replay for anyone to download. Would the Replay be playable by other people?

Currently we know that we can't play any Replay from previous versions of Starcraft 2.
Icey #883
Icey
If I make a custom map and then scripted it so that it plays by itself.

Then I uploaded the Replay for anyone to download. Would the Replay be playable by other people?

Currently we know that we can't play any Replay from previous versions of Starcraft 2.


Upload the replay to battle.net?
SunTzu #567
SunTzu
Upload the replay to battle.net?

No, just to the usual hosting site or my blog site.
Icey #883
Icey
Well I seem to be able to run replays from the previous game version just fine. It just asks if I want to restart the client to a previous version to view them. So unless I'm missing something I don't see any reason you wouldn't be able to share them and have them playable on other peoples computers.
Kosh #930
Kosh
Edited by Kosh on 9/28/10 4:30 AM (PDT)
I have done about 6 hours of research and a million Google searches, so if someone can please tell me what GATEWAY_DOWN is supposed to me that would be appreciated. I have a simple map with no units or custom anything and a simple unique name that doesn't conflict and I don't have any errors on the left side of the screen ("publish document" window)before proceeding to the upload/publish progress screen("file transfers" window). I have tried every variant possible with dependencies, and nothing gets it to complete. It has uploaded even up to 100% a few times and it still suddenly says FAILED, and GATEWAY_DOWN.

Very strange and frustrating issue. I would just as well have someone help me to login and publish my map for me!

Thanks community!

P.S. - I don't have any virus/security software installed/running, my computer is Windows 7 and I don't think there is a firewall blocking the transmission as I'm able to play online again people and download Blizzard maps and login. I'm also directly connected to my cable modem.

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.

Click here to view the Forums Code of Conduct.

Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]