Exported Wiki Articles
Terrain Type Elevations
Color List
Red= Low heightOrange = Mid height
Yellow = High height
Ashworld
MagmaDirt
Lava
Shale
Broken Rock
High Dirt
High Lava
High Shale
Badlands
DirtMud
Water
Grass
Asphalt
Rocky Ground
High Dirt
High Grass
Structure
Desert
TarDirt
Dried Mud
Sand Dunes
Rocky Ground
Crags
Sandy Sunken Pit
Compound
High Dirt
High Sand Dunes
High Crags
High Sandy Sunken Pit
High Compound
Ice
IceSnow
Moguls
Dirt
Rocky Snow
Grass
Water
Outpost
High Snow
High Dirt
High Grass
High Water
High Outpost
Installation
SubstructureSubstructure Plating
Substructure Panels
Bottomless Pit
Floor
Plating
Roof
Jungle
WaterDirt
Mud
Jungle
Rocky Ground
Ruins
Raised Jungle
Temple
High Dirt
High Jungle
High Ruins
High Raised Jungle
High Temple
Space Platform
SpaceLow Platform
Rusty Pit
Platform
Dark Platform
Plating
Solar Array
High Platform
High Plating
Elevated Catwalk
Twilight
WaterDirt
Mud
Crushed Rock
Crevices
Flagstones
Sunken Ground
Basilica
High Dirt
High Crushed Rock
High Flagstones
High Sunken Ground
High Basilica
Fog of War
StarCraft maps have a Fog of War layer, which can be used to reveal parts of the map. When playing the single player missions, you may have noticed that certain buildings are visible on the mini-map, despite your units not ever having seen them. This was done by "cutting out" a piece of the fog of war over the building.
Typically, map makers never touch the Fog of War layer, and if/when they do, they either remove a small chunk to reveal a building, or remove all of it.
What they don't realize is that other effects can be achieved with this layer.
Editing the Fog:
Simply go to the Fog of War layer and click in the main window. Clicking will toggle the fog between on and off for the player you have selected.
If you hold down Ctrl you can edit the fog for all players at once.
Completely covering a large map with a Fog of War pattern can take quite some time.
If you want all the players to have the effect visible, make sure to hold down Ctrl when you edit the fog. If you don't, you'll end up having to repeat the entire process for the other players.
The fog of war in SCMDraft 2 -------------- The fog of war in StarCraft.

Degrees of darkness:
The fog of war isn't strictly all-or-nothing. By making a pattern in the fog of war layer, you can create various levels of darkness.




Mini-map Appearance:
Each terrain tile shown on the in-game mini-map can be either unrevealed (Black), partly revealed (Grayscale), or revealed (Color).
Using the technique shown above will give your unrevealed mini-map a distinctive "pixelated" look.

SCMDraft 2:
With SCMDraft 2 you can reveal or un-reveal the entire map at once.

Using Scmdraft 2's Subtile Tool
Using the Subtile Tool
The subtile tool is used to change the tiles in a piece of isometric terrain.This image shows the different parts that make up the terrain:

When making terrain, you may want to, for example, change the type of cliff in a particular spot. Since the type of cliff you get is chosen randomly, it is possible to simply place the terrain over and over until you get the desired look. However, there is an easier way.
We will change this rocky cliff side to a metal cliff. First, open the terrain palette and select the Subtile tool. Select a subtile group by CTRL+Clicking it.
You'll see all the possible variations of the particular subtile group you've select. In this case we have selected the bottom section of the cliff, and we see the bottom of each type of cliff face.

You can change the face of the cliff by selecting the cliff type you want to use and painting over the cliff.

Using left-click to paint, you are only able to edit the specific type of tile you have selected. To paint the same cliff type over the other sections without selecting them first, just shift-click.

Using the Scmdraft 2 Subtile tool
Using the Subtile Tool
The subtile tool is used to change the tiles in a piece of isometric terrain.This image shows the different parts that make up the terrain:

When making terrain, you may want to, for example, change the type of cliff in a particular spot. Since the type of cliff you get is chosen randomly, it is possible to simply place the terrain over and over until you get the desired look. However, there is an easier way.
We will change this rocky cliff side to a metal cliff. First, open the terrain palette and select the Subtile tool. Select a subtile group by CTRL+Clicking it.
You'll see all the possible variations of the particular subtile group you've select. In this case we have selected the bottom section of the cliff, and we see the bottom of each type of cliff face.

You can change the face of the cliff by selecting the cliff type you want to use and painting over the cliff.

Using left-click to paint, you are only able to edit the specific type of tile you have selected. To paint the same cliff type over the other sections without selecting them first, just shift-click.

Tiles properties
Notices
This wiki is between quotes for a reason: it is -much- clearer and it thus makes it easier to read.
Please notice the fact that the very last section about Creep and Null tiles is very weak in informations, any help in improving it will be much appreciated by the whole community.
Regeneration
Protoss shields, Zerg health, energy, and Terran mechanical units repair and regenerate at a fixed rate, based on a few factors.
HP consists of 4 bytes, the first of which can be anywhere from 0 - 255, and the last three can be anywhere from -8388608 to 8388607. Energy is fairly similar, but consists of only 2 bytes, each ranging from 0 - 255. The first byte is hidden to the player in Starcraft. Regeneration/repairing/healing works by adding a number each frame to the first byte. Once the first byte reaches 256, or 100 in hex, it loops over to 00, and gives 1 full HP, which is viewable in Starcraft.
Protoss Shields: 7
Zerg Health: 4
Energy: 8
Shield Battery: 1280
Burning Terran Building: -20
Medic: 200
Cloaking: -18 (-10 net)
Heal: -100 (-92 net)
SCVs repair units and buildings in a similar way, based on build time and total HP. Multiple SCVs increase the repair rate by adding them together.
R = roundup(.9 * H/B)
where R = repair rate in 1/256 of hp per frame, H = HP, B = build rate in SCMDraft.
One important note is that R is a 2 byte value, which means that when R > 65535, it loops back over to 0. Here is an example:
A Terran Barracks with a build time of 1, HP of 9999.
R = roundup(.9 * 256*9999/1) = 2303770. R>65535, so it rolls over in multiples of 65535.
R = 2303770- k65535, R = 10010. Note that this is still fairly large, and means that each SCV will repair approximately 39 HP every frame.
A slightly more realistic value is that of the default battlecruiser with 500 HP, 2000 Build time:
R= roundup(.9 * 500*256/2000) = 58.
Building units follows the same formula, and this explains why some buildings/units come out injured, except they start out with 10% of the base HP, plus 1 frame of "repairing", plus the time it takes to build. In the case of the terran barracks, it will build in 1 frame and come out with .1 * 9999 + 10010/256 + 10010/256 = 1078.1 HP.
Changing Portraits for flags.
Author: Lethoth
This is my first article, don't expect too much from it.
1. Specific portraits that will appear
Red = Yellow flag.
Blue = Protoss Dark Archon.
Teal = Protoss Corsair.
Purple = Scantid.
Orange = Kakaru.
Brown= Ursadon.
White= Uraj Crystal.
Yellow = Khalis Crystal.
2. Conditions for this to work.
Player 1 must be Blue color.
Player 2 must be Teal color.
Player 3 must be Purple color.
Player 4 must be Orange color.
Player 5 must be Brown color.
Player 6 must be White color.
Player 7 must be Yellow color.
Player 8 must be Red color.
Explanation:
Since flags use different portraits based on their color, the portrait can be improperly displayed. If a player does not have the color which it matches, it will instead display an alternative portrait, based on the ID of the portrait.
| Color | ID | Portrait | ID |
| Red | 0 | Player Flag | 82-89 |
| Blue | 1 | Dark Archon | 99 |
| Teal | 2 | Corsair | 100 |
| Purple | 3 | Scantid | 101 |
| Orange | 4 | Kakaru | 102 |
| Brown | 5 | Ursadon | 103 |
| White | 6 | Uraj Crystal | 104 |
| Yellow | 7 | Khalis Crystal | 105 |
| Green | 8 | Green Flag | 106 |
| Light Yellow | 9 | Light Yellow Flag | 107 |
| Tan | 10 | Tan Flag | 108 |
| Cyan | 11 | Cyan Flag | 109 |
| *Crashes | 131 | Medic (Talking) | 200 |
| 131 | Valkyrie (Talking) | 201 | |
| *Crashes | 132 | Dugalle (Talking) | 202 |
| 133 | Stukov (Talking) | 203 | |
| 134 | Duran (Talking) | 204 | |
| 135 | Artanis (Talking) | 205 | |
| 136 | Raszagal (Talking) | 206 | |
| *Crashes | 137 | Devourer (Talking) | 207 |
| 138 | Lurker (Talking) | 208 | |
| 139 | Dark Archon (Talking) | 209 | |
| 140 | Corsair (Talking) | 210 | |
| 141 | Scantid (Talking) | 211 | |
| 142 | Kakaru (Talking) | 212 | |
| 143 | Ursadon (Talking) | 213 | |
| 144 | Uraj Crystal (Talking) | 214 | |
| *Crashes | 145 | Khalis Crystal (Talking) | 215 |
| 146 | Green Flag (Talking) | 216 | |
| 147 | Light Yellow Flag (Talking) | 217 | |
| 148 | Tan Flag (Talking) | 218 |
Red players will always display the appropriate flag for their player spot (ie, Player 2 with a red color will display a blue flag portrait). If the flag matches its normal color (ie, player 8 is yellow), it will display the correct flag. Other colors, notably the black colors in the 130s range, display talking portraits. Please update the table if you find ones listed which crash, or you find one which has a portrait.
Ordering and Using Interceptors/Scarabs
Your How to on working with Interceptors and Scarabs!
Ordering Interceptors/Scarabs
Ever seen arenas like Particles Arena, where Interceptors and Scarabs are ordered to move to a location that is far away from the reavers/carriers that they originate from?
If that is what you wish to do, read on!
NOTES
- First, have Carriers or Reavers owned by a computer player, as AiScripts do NOT work with human players.
- Make sure this computer player is either allied with the players that uses its Interceptors/scarabs OR that the players who'd use the Int/Scarabs are Invincible. This is because the AiScript used to order the Int/Scrb's will be overruled by the endogenous "attack" script when the Int/Scrb's are near attack range of an enemy.
- This endogenous "attack script" makes the interceptors move back to the carriers (if the carrier is out of range), and makes scarabs attack the enemy.
- Remember that you must have something that the Carriers/Reavers are Attacking to bring the Interceptors and Scarabs out of them.
TRIGGERING
- First, you'd want to move the Scarabs/Interceptors away from the Carriers/Reavers....
- Have 2 Locations at the same place "Int/Scrb's Aside" and "Int/Scrb's Aside B"
- This moves the Int/Scrb's to the location, and makes them patrol to the same place. This avoids Interceptors going crazy in your map (makes it look more professional)
PLAYERS
- Computer Player
CONDITIONS
- Always
ACTIONS
- Move Units - Move Int/Scrb's from where Carriers/Reavers are to Location "Int/Scrb's Aside"
- RunAiScript at Location - Set Generic Command at Location "Int/Scrb's Aside"
- RunAiScript at Location - Make Units Patrol to "Int/Scrb's Aside B"
- Preserve Trigger
- Next, the actual ordering of the Interceptors/Scarabs are basically the same as above:
PLAYERS
- Computer Player
CONDITIONS
- ???
ACTIONS
- MoveUnit - Move Int/Scrb's from "Int/Scrb's Aside" to Location "Your Hero/Unit"
- RunAiScript at Location - Set Generic Command At Location "Your Hero/Unit"
- RunAiScript at Location - Make Units Patrol to "Location where you want Int/Scrb's to go to"
- Preserve Trigger
- Now, obviously, you can place the "Location where you want Int/Scrb's to go to" on enemies, this would, in effect, make it appear as tho you're shooting them with bullets/fireballs.
- Remember how the "attack" script overrides this Patrol aiscript? Yep, this is why the scarabs will actually foes in the direction you're ordering it. This does NOT work with interceptors, as the attack script will make interceptors move back to its carrier if it is out of range.
Spraying Effect of Interceptors and Scarabs
Like in Shrapnel Bombers and Particles arena, you can see Interceptors moving out in a circle. This works great as a shockwave like spell.
NOTES
- This works because Int's move so quickly. It is simply the Junk Yard Dog Ai, which makes the units move around randomly.
- Tho this also works with Scarabs, it does not produce the best results as the Scarabs' movement is more limited... Remember that the attack script will override the Junk yard dog ai as well, so if they meet any attackable units, they will attack it.
Triggering
PLAYERS
- Computer Player
CONDITIONS
- ???
ACTIONS
- MoveUnit - Move Int/Scrb's from "Int/Scrb's Aside" to Location "Your Hero/Unit"
- RunAiScript at Location - Set Units to Junk yard Dog At Location "Your Hero/Unit"
- Preserve Trigger
Multidirectional Interceptors
Unlike the standard method, the multidirectional method of ordering interceptors allows for many interceptors originating at a common starting point to be sent in a controlled fashion to any number of different target points simultaneously.
NOTES
- This works because, when moved from a location where they are given an AI order, Interceptors will attempt to return to that location. We exploit that by moving all our interceptors to their targets at one time, ordering them, then moving them all to the common origin points after their "return" points have thus been set.
-If interceptors are being used as projectiles, be sure to put something in your triggers so that they won't hit the targets when they are moved there for destination-setting purposes.
Triggering
PLAYERS
- Computer Player
CONDITIONS
- ???
ACTIONS
We start by moving each interceptor to its individual target and telling it to patrol:
Move Unit("Current Player", "Protoss Interceptor", 1, "Place where you keep interceptors that aren't being used", "Target location #1");
Run AI Script At Location("StPt", "Target");
Move Unit("Current Player", "Protoss Interceptor", 1, "Place where you keep interceptors that aren't being used", "Target location #2");
Run AI Script At Location("StPt", "Target 2");
--->Repeat for however many different targets you want to hit with each shot.
--->Now it needs two trigger cycles for interceptors to "register" their new orders. You can do this within a single firing trigger with two Wait 0 actions or a single Wait action of sufficient length. Alternatively, you can implement the system using multiple triggers and a death counter.
Now that we have given each interceptor its particular destination, we move them to their shared starting point:
Move Unit("Player 7", "Men", All, "Target location #1", "Starting Point");
Move Unit("Player 7", "Men", All, "Target 2", "Starting Point");...etc.
...and then preserve the trigger, and you're done!
Human-Controlled Interceptors
Can't afford a bunch of computer players for your interceptor system? Then you need an alternative to the standard method.
NOTES
-This works because, when you move an Interceptor, it will attempt to return to its carrier. The idea, then, is to control the interceptors by moving their carriers.
-To set up, give each player a carrier attacking something with an interceptor. Be sure to restrict the movement of the carrier to prevent abuse.
Triggering
First, we get the interceptor to the field:
PLAYERS
- Human Player
CONDITIONS
- ???
ACTIONS
- MoveUnit- Move interceptor from the place where the carrier is to the place where it will start its path.
- Preserve Trigger
Moving the interceptor isn't instant, since sometimes it's inside of its carrier, so we need to break up the system into multiple triggers, and only move the carrier after the interceptor has moved.
PLAYERS
- Human Player
CONDITIONS
- Bring - Interceptor is at the place where it starts its flight. (i.e. the moving of the interceptor from the carrier area has actually happened)
ACTIONS
- MoveUnit - Move the Carrier to the place where the interceptor is headed.
- Preserve Trigger
Now the interceptor will head back to its carrier, which happens to be at its target point. At this stage, you may want to do something about creating another carrier at the place where the carriers live, so that you can fire another interceptor. You'll also want a system for clearing up "used" interceptors and carriers. But the exact nature of that system depends entirely on your application.
New Direct Damage System of Scarabs
Direct damage is basically a Spell System that deals real damage rather than virtual damage(i.e. you use real units attacking rather than using deathcounts as HP and decreasing the DC's to create "vHP")
The system described below was first described here.
This is a simpler system... There are other systems described here.
An Example of this can be seen in the map "Fallen Memories."
NOTES
- Theory behind this is that Scarabs do Splash damage, and that there is a way to effectively make them "explode" at a given location to deal this splash damage.
- All you need to do is move the scarab to an unplacable location (an unwalkable location), which, for some reason, explodes, giving damage.
- Therefore, you CAN use human players for this! Especially if you do not wish to deal damage to your own hero unit.
TRIGGERING
- For some reason, this only works after at least 1 trigger cycle. Therefore, the trigger order is important! Follow the order below.
FIRST...
PLAYERS
- Current/Computer Player
CONDITIONS
- Bring - Current/Computer Player brings at least 1 Scarab to "Arena"
OR
- Always
ACTIONS
- MoveUnit - Move Scrb's from "Your Hero/Unit" OR "Arena" to "Unplacable Location"
- Preserve Trigger
THEN...
PLAYERS
- Current/Computer Player
CONDITIONS
- ???
ACTIONS
- MoveUnit - Move Scrb's from "Scrb's Aside" to Location "Your Hero/Unit"
- Preserve Trigger
- This makes it so that the scarab is moved to your hero, a trigger cycle is passed BEFORE the scarab is then moved from your hero to the unplacable area, causing it to explode.
Here is a Test Map of this system by JaFF
Hope this helped
~Unholy
(native) Starcraft Hoykeys
Here's a list of all the hotkeys that are available by default.
I'm not 100% on some of these (i.e. "Toggle multiplayer ranking mode") but I have no method of checking right now.
Note that you can use ctrl+F and type in an action to find all occurrences
Creep Manipulation
It is possible to manipulate Creep in a Use Map Settings map by using specific triggers. Creep can be forced to decay or even (in limited circumstances) become permanent.
Creep mechanics
How Creep decays
Though the exact process for Creep decay is unknown, it appears to work in two stages:- Kill any Creep tile that has less than four adjacent Creep tiles.
- Kill any Creep tile that has less than three adjacent Creep tiles.
This cycle appears to be map-wide: only 1 piece of Creep on the map can decay during any stage, with generally the Creep that was most recently created being preferred. The two stages and possibly the most-recent-creation clause combine to ensure that when a Creep colony is destroyed, the Creep will decay from the edges inwards. Another result of these rules is that the rate of decay is constant so the total area of Creep that is to decay has a linear relationship with decay time: 20 tiles will decay twice as slowly as 10 tiles, and 100 tiles will decay ten times as slowly as 10 tiles.
Removing Creep
To remove Creep with triggers, simply kill a Zerg Extractor, and then remove the underlying Vespene Geyser.Permanent Creep
Sacrificial creep method
The sacrificial creep method was first described on SEN by Lanthanide. The first method discovered required the use of the creep terrain tiles found in all tilesets, but did not produce optimal results and did not allow all possible configurations of permanent creep. The creep-tile method was superseded by the sacrificial creep method that was briefly explained at the end of Lanthanide's last post in the thread. The sacrificial method prevents any Creep on the map from decaying without regard to when (or by whom) the Creep was created, by creating a special patch of sacrificial creep that will decay during both stages 1 and 2 of the decay cycle, and by constantly refreshing this sacrificial Creep the apparent recent-Creep clause will ensure that the sacrificial Creep decays in preference to any other Creep on the map.Start by creating two areas that are just large enough to hold Zerg Hatcheries. These regions should be surrounded by a one-tile-thick border of terrain that cannot hold Creep (magma, water, etc.). That border should in turn be surrounded by at least a one-tile-thick border of terrain that can hold Creep. The way this works is that when the hatcheries are created in the central islands, a small border of Creep will be created on the other side of the moat, which is the sacrificial Creep that will decay for us.
Create two Locations over the spots that can hold Zerg Hatcheries. (We shall call these locations "Hatchery A" and "Hatchery B".)

Next, add some pre-placed buildings where you want the permanent Creep to appear. (Note that this method essentially turns all creep into permanent Creep. Here, we are just pre-placing some of that Creep.) In our example, we shall use Zerg Greater Spires owned by Player 1.

Finally, apply these triggers (along with Hyper Triggers).
| Description: | Permanent Creep: Timer |
| Players: | |
| Conditions: | |
| Actions: | |
| Description: | Permanent Creep: Hatchery A |
| Players: | |
| Conditions: | |
| Actions: | |
| Description: | Permanent Creep: Remove pre-placed buildings (Optional) |
| Players: | |
| Conditions: | |
| Actions: | |
| Description: | Permanent Creep: Hatchery B |
| Players: | |
| Conditions: | |
| Actions: | |
Here is a run-down of what those triggers do.
Every trigger cycle, we alternate between two Zerg Hatcheries. We create a Hatchery at a spot (creating its Creep in the process), and immediately remove it -- leaving only its Creep behind. The very next trigger cycle, we repeat the process at a second spot. This recreation of Creep-generating Zerg Buildings seems to cause their new Creep to preferentially decay at the first stage of the decay process. This protects all other Creep on the map from decaying at any stage of the decay process, making it permanent. The hatcheries must be created in locations, so that when hatchery B is present, the creep leftover from hatchery A can decay, and vice versa. If you just create the hatchery in the same spot, the sacrificial Creep will never get a chance to decay.
There are some interesting consequences of this system: all existing Creep on the map is made permanent during the time when the hatcheries are being created and removed. This means you can turn the Creep decay on or off at will. If you want to create a new permanent creep patch somewhere, creating Zerg buildings there, remove them and begin the hatchery creation/removal cycle. Then to have the creep decay, stop the hatchery cycle. Note that because all Creep is made permanent, this applies to player created Creep also, so if you have Zerg players in your map, using sacrificial Creep their Creep will never decay (you could potentially build some kind of 'infection' map gameplay around this idea).
Mineral method
The mineral method for creating permanent Creep was first described on SEN by Aristocrat. It has the advantage that it does not affect all Creep on the map (it only affects the targeted creep). However, it can only be pre-placed (before the map loads), and it will be disrupted if a player builds a structure whose Creep overlaps the permanent Creep.In a map editor, place a neutral (Player 12) Sunken Colony (as either a Unit or a Unit Sprite). Place Minerals over any Creep that you want to become permanent. In-game, with triggers, kill or remove the Sunken Colonies, and then (after at least one trigger loop has passed) remove the Minerals. The Creep from the removed Colonies will start to decay, but the Creep that was beneath the removed Minerals will remain even after the rest of the Creep is gone.
Here is a basic implementation of the effect, as seen in the map editor.

Here is the finished product, after the excess Creep has decayed.

And here are the triggers.
| Description: | Permanent Creep: Kill the Sunkens. |
| Players: | |
| Conditions: | |
| Actions: | |
| Description: | Permanent Creep: Remove the Minerals. |
| Players: | |
| Conditions: | |
| Actions: | |
(Because Command continues to detect removed units for the remainder of the trigger cycle in which they were removed, the second trigger only runs on the trigger cycle after the Sunkens are removed.)
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