The best protection is to abstain from creating the map, if you wish to go into semantics.
Lol
Well actually, that wouldn't be protecting the map itself since there wouldn't be an actual map, it would be more of protecting your idea of your map.
The best protection, IMO, would be to comment every single one of your triggers. After you finish your map, create a "fake" trigger with a comment; an always condition and trigger preservation. Copy this "fake" trigger over and over and mix it into the trigger list, throughout each player. After you do this, run your map through a map protector or compressor, not for the actual protection, but for the string compression in which all of your comments are then deleted into whitespace (actually deleted into "no text"). Nobody will be able to navigate your triggers, most likely including yourself within "nobody".
You can also do this rather easily without a program if you don't have more than a couple hundred triggers. You can just manually delete the comments to "no text"; this is particularly easy for me to do since I don't comment every trigger, I organize my triggers to where only the trigger at the top of a group of triggers in the trigger list contains a descriptive name.
My trigger list usually looks something like:
Spell 1
no text
no text
no text
Spell 2
no text
no text
On top of this, you could also compress or protect your map with a simple program. You could go even farther as to use some EUD detection to make sure only a certain player can host the map. You can also rig in some EUD desyncs, as dropbans, that can detect certain things like maphacks. To do this, you just need to play your map with a maphack on, and find differences in the capabilities of the players with maphacks and the players without maphacks. These differences can include building nydus canals on rec zerg creep, or a variety of other things. You can then rig triggers to detect when the player with a maphack initiates one of these differences and then desync that certain player. As for the actual desync trigger, I usually use screen position at (0, 0) in conjunction with the actual maphack detecting conditions. I've done the latter with a map before, and it worked pretty well. The only problem would be finding discrepancies between MH users and legit users, as I'm sure, not all maps will even have different capabilities between MH and legitimate users.
All in all, don't worry about it. It isn't worth it. Chances are, your map won't be stolen due to a sheer lack of incentive to do so. Most people open the map to learn something new. If for some reason your map is actually modified, chances are the changed version won't spread. If you take the chances of someone modifying your map, and multiply those by the chances that the fake version will spread, you are looking at some pretty unrealistic odds of a modified map actually doing significant damage to your real map.
Post has been edited 1 time(s), last time on Nov 13 2009, 5:55 pm by CecilSunkure.
None.