Starcraft 2 Editor Download

28.10.2019
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Starcraft 2 Editor Download Rating: 4,7/5 2679 reviews

Page Tools.StarCraft: Campaign Editor Prima Fast Track GuideIntroduction Despite how complex and confusing the StarCraft Campaign Editor may appear at times, I was only able to include tips on the mere basics of making your own campaigns and scenarios. Most of what this Fast Track guide includes are the 'hows' of Campaign Editing, without going why things work the way they do.Examples will be somewhat scarce, and descriptions kept brief. Further, not all the features of the Campaign Editor are listed; only those deemed the most important. If you need more detailed explanations or long lists of examples and suggestions, these can be found in abundance in Prima's full StarCraft Campaign Editor Strategy Guide.Star Edit Basics StarEdit is a powerful editor that allows you to modify most aspects of a StarCraft mission and build new ones from scratch. You can make completely typical missions (a straightforward fight between the Terrans and Zerg, for example), or highly unusual ones (a bizarre game of interstellar football).The terms 'mission' and 'scenario' are used interchangeably in this book. Both terms refer to a single map designed with StarEdit. Campaign' refers to a series of scenarios or maps linked so the player proceeds automatically from one to the next.Map EditingThe most basic, obvious function of StarEdit is map editing.

I was originally writing the StarCraft AI with the intention of having users create their own AIs that could be pit against other people's custom AIs. Time constraints caused me to scale back that plan, though I tried it again in StarCraft 2. (Although I was the AI programmer for only the first 50% of StarCraft 2. Starcraft 2 Mod file. Download now. Is there a map editor for this mod?? Reply Good karma Bad karma +1 vote. N0clu Mar 10 2010. Ive went thruogh SO MANY mod ad none care about zerg units or the queen that attacks Reply Good karma Bad karma +1 vote. Immortality May 20 2012.

This feature allows you to place terrain features (such as rivers or plateaus), buildings and even troops, from any of the three races. Most of the Star Edit palette is dedicated to Map Editing.Scenario EditingIn addition to editing the map and everything on it, you also can change aspects of the scenario. Features such as how many players, which races will be playing and which units and upgrades are available to each are just a few of the things that you can control with Star Edit.Briefing/LinkingWith Star Edit, you're free to edit and manipulate both the pre-mission briefing and the messages the player receives during the mission itself. You also can link scenarios into a campaign so that when he or she completes one mission, the player moves to the next automatically.TriggersEssentially, a Trigger is just a statement that tells the mission how to behave. It consists of a condition that tells the mission when to activate the Trigger, and an action that tells the mission what to do when the conditions are met. Things such as victory conditions, and when or where reinforcements will be provided can be set with the Triggers controls.Artificial IntelligenceYou may choose from a number of 'pre-assembled' AI scripts to assign to computer-controlled forces.

These scripts tailored enemy species behavior to specific circumstances (map, resources, available units) of each mission. And you can mix and match them in conjunction with Triggers to get the computer to do more or less what you want it to do.How to Play Your MissionsTo play your mission, you first must start StarCraft, and then either select Play Custom from the single-player menu, or choose to create a new game from the multiplayer menu. Then you'll select your scenario from a list.Now you may choose Game Type. In multiplayer games, you may select one of many options, including Use Map Settings, Melee, and Free for All.When you select Use Map Settings, you're saying, 'Play the mission exactly as the mission designer meant it to be played.'

This preserves everything you put into the mission.Common Mission Types The Melee MapThe most basic mission you can build is simply a map for melee and other multiplayer games. These maps are meant to be played in Melee, Free for All, or any mode that isn't Use Map Settings.

Such missions are very simple because you build only terrain, resources, and player starting locations. Your first few missions probably should be melee maps.Combat with a TwistAfter building a few standard melee maps, consider experimenting with more advanced combat missions. Advanced missions almost always include some sort of customization, so they must be played with Use Map Settings enabled. Any number of ways exist to take a basic combat map and change it radically using a few quick modifications. Rescuable units, wild card computer controlled forces, or any modifications to unit attributes or special ability costs can be mad in this kind of scenario.Unusual MissionsThe next step, should you want to take it, is to create missions where combat isn't the principal goal. For example, let's say you create a mission that gives each player five identical units and places them on a battlefield covered with 10 flags.

You can create any number of variations on the standard StarCraft missions.RPGsMany players designing StarCraft missions try to create RPGs (role-playing games). In such missions, the player (or players) control a single unit apiece and travel through mazelike maps. When their unit kills enemies, it gains 'experience points' as in a traditional RPG, and eventually gains levels based on this experience.

These games usually also feature a rudimentary system of inventory, so a player's lone unit can 'pick up' items and use them later.Toolbars and Palettes Star Edit features several toolbars and command palettes. Often, their buttons and selections duplicate commands in the pull-down menus.Main Toolbar.

The main toolbar runs along the top of the screen, just beneath the pull-down menus. It contains a number of useful buttons and tools. (New, Open, Save) The first three buttons on the main toolbar are New, Open, and Save. These buttons allow you to perform basic file functions.Various Buttons. Compact Button Press the Compact button to 'squash' your map file and create a smaller file. Undo/Redo Buttons The Undo button allows you to 'take back' changes.

Clear Button Select any number of units or Doodads, and then press the Clear button to remove them from the map.Properties ButtonSelect a single unit or structure, or multiple units or structures, and then press the Properties button. The Properties menu appears. The Properties menu allows you to adjust both the selected units' properties and initial state.

This allows you to determine what attributes a unit or building will have when your mission starts.Layer PickerThe Layer Picker lets you change quickly from one layer to another. There are five layers to choose from; Terrain, Doodad, Unit, Location, and Fog of WarPlayer PickerJust as the Layer Picker lets you select which layer to edit, the Player Picker lets you choose which player's forces to edit.Forces ButtonThe Forces button brings up the Forces menu (figure 2-4). This menu provides an easy way to organize players within a scenario. Click and drag players to move them from one Force slot to another. You can also choose how these forces will interact with each other. Are they Allied, Neutral, or Enemies?Sounds ButtonPress the Sounds button to bring up the Sound File ManagerTriggers ButtonTriggers are powerful scripting tools that allow you to modify the mission briefing, the victory conditions, and everything in-between. More is included on Triggers later in this guide.SidebarThe Sidebar is a big pane that covers the left edge of the screen.

It includes a Mini Map that displays a miniature view of the entire map at once, and the Tool Tree, which looks like a big list of folders.Terrain PaletteThis Palette allows you access to the various Terrain types that can be used in constructing a Melee map.Doodad PaletteThis Palette that includes all the little odds and ends that make a map look realistic. These include terrain features like statures, broken buildings, and other dilapidated structures.Building a Melee Map The following is for a simple 64 x 64 space platform melee map.

Other maps can be made by following these simple rules.Setup. Open the program. Under the File menu, select New. Under Tileset, select Space Platform. Leave Default Terrain as Platform.

Finally, make sure the Square Map box is checked, and set Width to 64. When you've completed all this, press OK. Scroll to the map's upper-left corner. When you're there, click on the folder labeled Player 1 (Red Terran), on the screen's left sidebar. A number of new folders will appear. Click on Start Location, and then click on the icon labeled Start Location.

Move the mouse cursor onto the map itself. You'll see a green highlight.

Place the highlight somewhere near the extreme upper-left corner of the map and click. A red Start point appears for Player 1. Now scroll down to the lower-right map corner. From the sidebar, select the Player 2 (Blue Zerg) folder.

Select the Start Location subfolder, and the Start Location icon. Then move the cursor onto the map and place a Player 2 Start location near the lower-right corner. Select the Neutral Units folder from the left sidebar, and then select the Resources subfolder.

Click on Mineral Field Type 1 and 'paint' a small area near the Player 2 Start position with minerals. Now select Vespene Geyser from the sidebar and drop a pair of Vespene Geysers near the Mineral Field. Scroll up to the Player 1 Start point and place some minerals and Vespene Geysers near it.

From the File menu, select Save and give your map a file name, such as 'test.' Click Save to save the map.Making it BetterThat is all there is to making a simple melee map. In your next try, add some interesting terrain features, or try varying the terrain type. If you want, try adding base defenses, extra deposits of minerals or Vespene gas, or anything else that would make the level more interesting. For a complete list of suggestions for more playable levels, check Prima's full StarCraft Campaign editor Strategy Guide.DoodadsDoodads are non-unit objects that usually serve as simple obstacles or decorations. But a few, such as stairways and ramps, perform vital functions, such as allowing players' units to get from low terrain to high terrain, and vice versa.Extra PlayersIt's easy to add extra players. Throw in a few extra Start locations, and they're good to go.

Extra players complicate melee and free-for-all games immensely, adding to the fun.Editing Scenarios Unit UpgradesLet's say, that you want to do something really interesting. How about beefing up the units available to one side. Let's create a scenario where one player- the Terrans- has a new type of unit: a Super Marine.Either create a map complete with resources and starting points, or open one. Make sure one of the players is Terran (for simplicities sake- only one). Click on the Settings tab under the Player menu to bring up the Settings box. There are four submenus within this main area, all useful for modifying your scenario significantly. When you click on the Settings tab, a default box appears.

Here you can alter the species of the armies in your scenario, as well as the way the player controls them when playing the scenario. Go to the upgrades tab in the player menu and click on Terran Infantry Armor. Set the default level to 1. Now all Terran Marines start with a level one bonus to armor.

Do the same on Terran Infantry Weapons and increase Player 1's starting level to 1. Go to the Special abilities tab in the player menu. Click on Stim Pack under Terran Technologies, and set the default setting to Researched by Default.

Now your Marines start with the Stim Pack advantage.Note-You can't increase a technology's maximum level beyond the default max. Terran Infantry Armor, for instance, never can be increased beyond three levels of upgrade.These types of upgrades can be done for any unit type, although each unit does have maximum limits to any upgrade.

Special abilities can be upgraded automatically, allowing units to use special abilities from the games beginning that must be researched otherwise. Limitations of unit strength or upgrade options can also be imposed on a player to give one player an advantage over another. Certain unit types can be eliminated entirely.Playing with SettingsWhere options in the Player Settings menu affect the availability of units, upgrades, and special abilities, the options we explore here control the power of those units, upgrades, and abilities. Go to the Scenario menu on the main control bar at the top of the screen. Open the Unit and Hero Settings, and click off the Use Default Settings box in the upper left.

Now adjust the hit points of your Super Marines to (60). Give the unit 1 point of armor, while you're at it. You added an automatic armor upgrade to these units in the forgoing section, so Marines will come with 1 point of armor and one upgrade, effectively giving them 2 points of armor.

To make the Marines even more deadly, you can boost the damage they inflict. Increase Ground Weapon Damage from 6 to 9, and the Bonus from 1 to 2. Now each weapons upgrade will increase the Marines' damage by 2 points instead of 1, making the Marines far more potent both offensively and defensively. But this increase in power should come at some price. The time it takes to produce a Marine is 24 seconds: boost it to 36. Take the mineral cost from 50 to 65, and require 10 units of gas.These are just a few examples of how a unit or structure can be upgraded. Feel free to experiment upgrading or limiting specific unit types and see how it effects game play.Mission Briefings How to create a Mission Briefing.

Go to the Scenarios pull-down menu and select Mission Briefing. Click on the New button to get a second pop-up box. Here you'll determine the player or players this mission briefing will affect. Once you have determined a player, click on next. Now you have a blank menu labeled 'Actions.' To add an action to the briefing, hit the New button to view a list of possibilities. When you're satisfied with a particular action, click OK in the New Briefing Action menu to return to the Actions dialogue box.Mission ObjectivesThe most basic briefing action, and perhaps easiest to understand, is Mission Objectives.

This action places a text summary of actions a player must take to win the scenario in the briefing's lower-left corner. To create Mission Objectives, click New in the Actions menu. In the New Briefing Action menu that appears, click on the pull-down menu and select Mission Objectives. This brings up a new dialogue box containing the text, 'Set Mission Objectives for current player to:' with a bit of text highlighted blue.

Click on the blue text. This generates another dialogue box where you may type in your mission objectives. Click OK to return to the Actions menu.

You're ready to create your next Mission Briefing action.Showing and Hiding PortraitsFrom the pull-down menu on the New Briefing Action dialogue box, select Show Portrait. You'll be asked for a slot number and the portrait you wish to show. For this example choose slot number 1 and Sara Kerrigan as the Portrait.Animating Portraits. Return to the New Briefing Action dialogue box and select Display Speaking Portrait from the pull-down menu. First, you must select the portrait you wish to animate.

Click Slot Number to view your options- slots 1-4. For now, keep the default of Slot 1 because this is the only slot where you've shown a portrait. You must determine the length of time you want the picture of Kerrigan to stay animated.

Click on Number of Milliseconds. For now, choose 10,000 milliseconds and click OK.Making Portraits Disappear.

Return to the New Briefing Action menu and select Hide Portrait. You have only one option here- which portrait to hide. Click on Slot Number and choose the portrait you wish to make disappear. For now, keep the default. This will cause Kerrigan's portrait to disappear at the end of her 10 second animation.Adding Sound to Briefings.

Return to the New Briefing Action menu and select Transmission. This action involves five variables. It combines the actions of displaying a speaking portrait, running text in the central window, and playing a.wav file simultaneously.

First, you must choose the portrait you want to animate. (You must have displayed the portrait already using a Show Portrait action.). Next, determine the.wav file you wish to play, much as you do when simply playing a.wav file. Now you can adjust the way the sound file plays. Click Set to keep the.wav file playing at its normal duration, or to increase or decrease its playing time.

Next, click Number to specify the amount of time you want to add or subtract from the sound. Finally, you may include the text you want displayed as the.wav file plays.Making Campaigns At times you'll want to create more than one mission based on a particular theme, and to have players go through them in a particular order. In short, you'll want to develop a campaign.

Starcraft

The instructions listed below are for a simple campaign including 2 players. Player 1 is Terran, and Player 2 is Zerg. Click on the Triggers button, or select Triggers from the Scenarios pull-down menu.

You'll notice that a few triggers are in place already. Ignore these for now. You also will notice that this looks quite a bit like the menu you used to create your Mission Briefing. In the Triggers menu, click on New, select Player 1, and hit Next.

This does the same thing as starting a Mission Briefing does. The condition you're about to generate will affect Player 1, your human player. Click on New to get a New Conditions dialogue box (identical to the New Briefing Action box). Click on the pull-down menu and select Control.

Now click on Player, and select Player 2, the blue Zerg forces- your computer opponent. Next, click on Quantity and select Zero or Fewer. Leave the number alone (the default is zero) in the lower left. Finally, click on Unit and choose any unit.

Then hit OK to return to the Conditions dialogue box.You've told the game that the trigger you're going to create will happen when the computer opponent (Player 2) has 0 or fewer buildings and units- that is, when all Zerg have been wiped out. Click Next in the Conditions dialogue box to proceed to the final section of setting this trigger. You'll view the Actions dialogue box (identical to the Conditions box).

Click New to go to the New Actions box. Select Set Next Scenario from the pull-down menu. Now click on Scenario in the dialogue box, select any scenario, and hit OK. Click New again and scroll down to Victory, and hit OK. Then click on Finish to set the trigger and close the Trigger menu.You've told the game that, when the computer forces are completely destroyed, it should reward the Player 1 with victory, and then load the next scenario. Use these same tools to create more detailed and interesting campaigns.Triggers A trigger is something special that happens during the game as the result of a particular event or the attainment of a goal. Triggers work by combining conditions and actions.

When a player meets a particular condition or set of conditions, a particular action takes place.Conditions can be virtually anything, from bringing a certain unit to a specified location to wiping out all enemy structures. Actions can range from something as simple as playing a.wav file to something as complex as creating several dozen enemy units and having them swarm the player.ConditionsCertain conditions must be met before an action can take place. Almost every condition involves defining certain variables- usually a player or force and another variable, such as a location. Each trigger must have at least one condition, and it's possible for a trigger to have two, three, or a dozen conditions. In fact, there is no limit. All conditions must be met before a trigger's actions can take place.Trigger ActionsTrigger Actions take place once a player meets a given condition or set of conditions. These can be simple occurrences, such as the playing of a.wav file, or complicated ones, such as adding resources and units to a computer player's army, or generating an attack.

As with conditions, you may incorporate numerous actions into a particular trigger.Setting SwitchesSwitches allow you to use and reuse triggers, or to set up a series of actions that culminate in one large, all-encompassing action.Much more on Triggers including detailed descriptions of all conditions and action triggers are included in the full version of StarCraft Campaign Editor Strategy Guide.Choosing an AI The AI (Artificial Intelligence) is basically your computer opponent. The way you'll use the AI will vary considerably from scenario to scenario. This section examines AI function in depth. Learning how it operates will give you a better framework for determining how to use the AI in your own scenarios.Custom AI.

These AIs expect to start with nothing, or very little. Custom, or Melee, AIs expand when their resources run low or when their script instructs them to, whichever comes first. They build a lot of SCVs, Drones, or Probes, expecting to start with only 50 units of minerals. They use scripted rushes, but only when they have a good chance to end the scenario.

They're unlikely to use these rushes if the human player starts with any units. They attack when a human player starts a new base, in an effort to box the player in. If the player doesn't expand within 40 game minutes or so, they'll attack the player's main base.

Starcraft Ii Editor

They respond aggressively to all player attacks.Campaign Ais. These AIs expect to begin with a town, and so won't build new structures.

They'll repair or replace important structures that are damaged or destroyed. They won't expand to new bases. They expect to start with numerous resources, and will build few gathering units. They use no rushes, and won't attempt to destroy the player. They'll attack what they find, and won't specifically target the player if he or she tries to expand to a new base.

They attack the player's bases periodically, regardless of the composition of the player's army. They don't respond aggressively to attacks, often giving the player time to destroy a structure or two.

‘s mod scene is grossly underrated, I’ve muttered into many a pint glass. Yes, yes, we know it was where MOBAs and tower defense games really took off, but so many more inventive and interesting and weird games bounced around, types of game I haven’t seen since. I always thought this was helped a lot by WC3 having a huge range of units and wildlife and odd art assets folks could repurpose, making mods about more than soldiers. Delightfully, loads of those WC3 bits are now coming to ‘s editor, Blizzard have announced.