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New Release - ScmDraft 2 Version 0.9.0   Aug 17 2017, 8:26 pm  


ScmDraft 2 Version 0.9.0

Most mapmakers are familiar with ScmDraft, a feature-rich map editor created by Suicidal Insanity.
Now, the most popular editor returns, packed with a wide variety of enhancements.

This contains many many changes compared to the previous 0.8.0 and 0.8.1 versions. While the full set of changes is too large to list, here is an overview of the major features:

  • Vastly expanded visual overlay abilities. (Terrain properties, unit ranges, transparent creep among others)
  • New unit, unit sprite, pure sprite palette windows.
  • Completely redone doodad, user-defined brush, and terrain palettes
  • Completely redone map properties window, including string filtering.
  • Overhaul of the entire UI to support HiDPI / font scaling, nicer looking controls, better resizing, etc.
  • Expanded terrain symmetry options, to support rotational symmetry with various parameters.
  • Added support for the vorbis OGG sound file format in triggers.
  • Preview of the in-game pathfinder regions
  • Lots and lots of performance improvements and bug fixes
  • Much nicer code, and cleaner error handling
  • Enhanced logging, available via -console command line or in the debug menu.


You can find more information for this project on SEN, and the more adventurous
can try out nightly builds for the most bleeding-edge developments.


Official Announcement and Download Link


SEN is proud to present projects created by members of our community. If you have a project you would like to be featured on the site, or if you know of another member's work that you feel should receive more recognition, feel free to contact the staff with your suggestion.
Posted by: Roy

New Release - The Architect RPG   Aug 7 2017, 9:27 pm  


Creation is the providence of man.



Adventure through The Architect, a brand new role-playing game for StarCraft: Brood War!

Created by Oh_Man, this medieval-fantasy world follows a trio of heroes trying to capture
Seneras, a powerful sorcerer and former member of the Order. Join Verius, Iredite, and Rionna
as they explore a perilous world and attempt to discover the truth behind Seneras' betrayal.

The Architect has been in development for over seven years, and features three unique
classes complete with their own set of spells and skills, an attribute-driven level-up system,
an open world full of quests and hidden treasures, a crafting system, gambling, and more!

Official Thread and Download Link


SEN is proud to present projects created by members of our community. If you have a project you would like to be featured on the site, or if you know of another member's work that you feel should receive more recognition, feel free to contact the staff with your suggestion.
Posted by: Roy

New Release - StarCraft: Inconsummate   Jun 11 2017, 10:18 pm  


Consume the firstborn. Conquer the Terrans. Leave nothing of the Protoss homeworld untouched.
Aiur must fall.



Experience Inconsummate, a brand new custom campaign for StarCraft: Brood War!
Crafted by Pr0nogo, this Zerg-centered campaign is set during the fall of Aiur, amidst the Overmind's quest to
unite the creations of the Xel'naga. Designed to augment the existing story of StarCraft, Inconsummate
features a diverse voice cast, custom terrain, new heroes and abilities, and much more!

Official Thread and Download Link


SEN is proud to present projects created by members of our community. If you have a project you would like to be featured on the site, or if you know of another member's work that you feel should receive more recognition, feel free to contact the staff with your recommendation.
Posted by: Roy


Merry Christmas 2016!   Dec 25 2016, 3:10 pm  
Merry Christmas!

On behalf of all of the staff members here at SEN, I wish you all a Merry Christmas, and in a week from today, a Happy New Year. I interviewed each of SEN's most prominent staff members to share their experiences of 2016.

Quote from DevliN

Q: Hey Devlin! How was your 2016?

A: [DevliN was not available for comment]
Quote from NudeRaider

Q: Hi Nude! What are your plans for Christmas?

A: Well, I mostly plan on browsing imgur and sharing links in the Shoutbox of the most Facebooky images I can find. Why'd you guys elect Donald Trump, anyway?

Q: Hey, I'm the one asking questions here!

A: What's the next question?

Q: Stop asking questions!
Quote from Devourer

Q: Hey Devourer! Another year under SEN v6: how do you feel?

A: SEN v6 is a disaster. If I had time, I would rewrite it.

Q: Really? Do you remember the days of MySQL deciding to go on vacation?

A: Sure, we've improved since v5, but nobody wants to touch the code base, and there are so many things I'd change if I had the time.

Q: Nobody wants to touch the code base?

A: Well, nobody that you guys want touching the code base.

Q: Uh... erm... well...
Quote from O)FaRTy1billion[MM]

Q: Hey Farty! What's your most memorable experience of 2016?

A: I'm still trying to figure out Windows 10. Why can't they just make an OS as good as XP was?

Q: XP is old!

A: Yeah.

Q: ...

A: ...

Q: Any 2017 resolutions?

A: 1080p.
Quote from Excalibur

Q: Excalibur! How's it going?

A: Good. I updated one of my old projects recently.

Q: Fun! What kind of project?

A: A map, of course. This is a mapping community, you know.

Q: What? People still play Brood War?

A: You know this is going on Portal News, right? Why are you bashing SC1 when it's what this site is all about?

Q: Oh, Excalibur, even if Brood War dies, the community shall live on! Right?

A: I'll be here until SEN's last breath, but when the players are gone, so is the community.

Q: What about SC2?

A: [Excalibur has left the channel]
Posted by: Roy

Happy Thanksgiving 2016 from SEN!   Nov 24 2016, 7:25 pm  

Happy Thanksgiving to all our members on behalf of the staff here at SEN.
We hope you all have a safe and wonderful binge in celebration of the harvest.




I used to think turkeys would hate the day of Thanksgiving, but when you think about it, all the turkeys that will get eaten have already been slaughtered long before this day. In reality, the turkeys that are still alive should celebrate another year of life, as they survived the culling.

Happy Thanksgiving to you all, humans and turkeys alike.
Posted by: Roy

Source: BNETDocs.

Blizzard recently uploaded a StarCraft patch file to their FTP server, marked as "BW-1170". While it's unclear if this is the finalized patch that is going to be pushed out on Battle.net in the near future, it's currently not live, and you cannot connect to the Battle.net servers if you decide to patch manually. For those who do want to patch their game (and understand the risks, yadda yadda), here's a direct link to the file: http://ftp.blizzard.com/pub/broodwar/patches/PC/BW-1170.exe

As for the patch notes, the following was procured from... somewhere...

Starcraft and Brood War Patch Information
--------------------------------------------------------------------------------
- patch 1.17.0
-------------------------------------------------------------------------------
Specific Changes & Improvements

- Increased turn rate to lower unit response times over Battle.net gameplay
- Fixed palette issues to correct "rainbow water" and other graphic artifacts
- Fixed text artifacting in the Battle.net menus
- First client run will migrate saves to avoid issues from Windows system admin changes

Known Issue

- Mac is not supported this patch, but is in progress

It sounds like mostly compatibility fixes, and a true fix to the color distortion issue that's been around since the days of Windows Vista. The most interesting patch note is the claim of a reduced game latency over Battle.net, though "Increased turn rate" is a strange way to phrase it (unless they literally mean they've increased the turn radius speed for all units when playing on Battle.net).

It's very likely that the reason the patch has not been pushed out is due to the lack of Mac compatibility. This means it could very well be the completed patch, and it's only being delayed until the ported version is also ready.

The most alarming concerns are centered around what this patch breaks. EUDs are naturally unstable between patches, so many UMS maps will no longer function once the patch rolls out. Further, there have been reports of windowed mode being nonfunctional after patching the game. It's unclear how many utilities will need to be updated to accommodate this patch at this time.

BNETDocs noted the following changes:
  • The patch introduces BlizzardError.exe and SystemSurvey.exe to StarCraft for the first time.
  • battle.snp, standard.snp, StarEdit.exe, and storm.dll are now digitally signed.
  • The latest digital signatures were signed on July 11.
  • W-Mode plugin is broken despite the author's claims that it works with any version of StarCraft.
  • Alt+tabbing out causes other windows to be resized to 640x480 resolution.
  • StarCraft's new base address is 0x01190000, old base address is 0x0040000.
  • Screenshotting in the Battle.net interface automatically saves to your clipboard instead of opening a dialog.
  • Screenshots are now saved in PNG format instead of PCX.
  • StarCraft now requires CheckRevision's .dll to be digitally signed.

How do you feel about the patch? Is it too little, too late? Is it going to be great because all of those pesky hacks are going to be broken as well?
Posted by: Roy

[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


Members Online: Roy, m.0.n.3.y, Wing Zero