Introduction to the Editor Part 1

A Tutorial for StarCraft 2

Introduction to Terrain and Pathing

So you want to create a custom map for Starcraft 2? Well here is a beginners guide to familiarize yourself with the editor. First thing is obviously to open the editor, it's found in the same directory as the Sracraft 2 game executable, so just go to where you installed the game, and you should see it listed as Starcraft 2 Editor. When it loads up, you should see a large grassy map in the center with toolbars on the left and top of the screen. This is the area we will be focusing on in this tutorial. --------------------------------------------------------------- On the left, you should already be selected with the Texture tool. This tool allows us to edit nearly everything about the textures on the terrain of the map. You have several options to choose from here. (Numbers match with picture A) 1) Add Texture: This allows you to paint the landscape with the selected texture. When you selected this tool, you can adjust the size of your brush, the increment(how much is painted at once), speed of the painting, brush shape, style, and falloff distance. These are all pretty self explanatory, especially since in the bottom left corner you can get a preview of the brush with what options you are using. Once you set the options to your liking, you can hold down the left mouse button and move the cursor around the map to add your texture. 2) Remove Texture: Essentially the same as the Add Texture, except it acts as an eraser. You get all the same options as Add Texture. 3) Uniform Texture: This blends the texture with the background texture uniformly. Has a better effect with contrasting textures. 4) Replace Texture: Replaces one texture with another, this can be useful when blending two textures. If you decide to replace one of the previously blended textures, you can replace it with another without painting over the second texture. 5) Smudge Textures: Smudges the textures together, pretty self-explanatory. 6) Blur Textures: Blurs the textures together, again pretty self-explanatory. 7) Fill Texture: Fills an area of the map with a single texture. Cliffs are used to divide up the map, so use this if you want an entire height level a certain texture. ----------------------------------------------------------------- The next tool available is the Road tool. There isn't a whole lot you can do with this. Just click on spot on the map, then click a second point and a road texture is created between both points. ----------------------------------------------------------------- Next is the height tool. Do not confuse this with the cliff tool. Height is used as more of a minor detail tools, and units can still move over any height, high or low, whereas cliffs prevent movement for most units. (Refer to picture B) 1) Raise: Raises the ground based on the brush values. Again, you get a preview of the brush so I'm not going into too much detail, especially since they are the same as found in the add/remove texture tools. Just click on the map to raise the terrain to your liking. 2) Lower: Same as above, except the terrain is lowered. 3) Uniform: This is a quite useful tool. Say you have an area of a specified height that you want to spread across a larger area. Instead of roughly raising/lowering terrain, use this tool. Just click the spot of the desired height and drag around the map to the areas you want to be the same height as the initial height. 4) Noise: This creates a random height around the brush when you click on the map. You can set the amplitude, which is how high/low the noise can become in that area. 5) Smooth: This tool will smooth out the various heights that are under the brush. This tool would be useful for making ramps or gradual mountains as opposed to plateaus. --------------------------------------------------------- The next tool available is cliffs. Cliffs work the same as height except they divide up the map. Most units cannot move over cliffs. I'm not going into much detail here again, since the same options are available as what was available for height. The only difference is the ability to add/remove ramps. Ramps allow your units to move up and down cliff sides. --------------------------------------------------------- Foliage is the next option available for terrain. First you must use the Disallow Foliage tool to mark which areas of the map you DO NOT want foliage to appear. Then use the Add Foliage tool and set the options of density and click generate foliage to randomly generate foliage throughout parts of the map that are marked in white. ---------------------------------------------------------- Water is the next tool. For the basics, just select Add Water and selected the areas you want to have water. They will have a green outline around the selected areas. You won't actually see the water until you text your map however. You can also edit the water options, such as height, color, flow direction, reflections, etc. It will take alot of experimenting to get water looking right, but just keep messing with the options to get it fitting with your map. Obviously you can also remove the water with the Remove Water tool. ------------------------------------------------------------- The last tool for texture object doesn't seem to be useful at the moment. There are no objects to be used. ------------------------------------------------------------- Now I'm going to give a basics for the pathing tools for the terrain editor. If you press H you can get options for pathing. Here you can set No Build Zones, No Fly Zones and Path Blocking areas. Really all you do is place the points or paint the terrain in which you want these tools to affect. I hope that this tutorial helps with the basics of terrain creation in the Starcraft 2 editor. More tutorials will eventually be created for the other layers of terrain, as well as triggers and data creation. If you have any questions I'll do my best to help. Just leave a message on this page.

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  • Misto avatar
    Misto Joined 11y ago
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    8y
    While I agree that the terrain editor part is quite easy. The rest of the editor is very confusing, until you get to know it. That's why I started with this, since it's the easiest. I'll be working on data next which is the most tedious and confusing to beginners.
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    Mantra
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  • tsaweeos avatar
    tsaweeos Joined 11y ago
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    8y
    Very well written. I would say "more screen shots" but there's not much else to show unless you want to throw in some examples of what smoothing/blending look like and what not but anyone could see that since it's not hard to imagine. This program seems very easy to use and most tools can be easily learned through trial and error. With that said there are a good number of people who like to learn some information on what they're getting into instead of tackling the program head on so this is an extremely useful tutorial. Nicely done man.

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