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Terrain Type Elevations


Color List

Red= Low height
Orange = Mid height
Yellow = High height



Ashworld

Magma
Dirt
Lava
Shale
Broken Rock

High Dirt 
High Lava 
High Shale

Badlands

Dirt
Mud
Water
Grass
Asphalt
Rocky Ground

High Dirt
High Grass
Structure

Desert

Tar
Dirt
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

Ice
Snow
Moguls
Dirt
Rocky Snow
Grass
Water

Outpost
High Snow
High Dirt
High Grass
High Water

High Outpost

Installation

Substructure
Substructure Plating
Substructure Panels
Bottomless Pit

Floor
Plating

Roof

Jungle

Water
Dirt
Mud
Jungle
Rocky Ground
Ruins
Raised Jungle

Temple
High Dirt
High Jungle
High Ruins
High Raised Jungle

High Temple

Space Platform

Space
Low Platform
Rusty Pit

Platform
Dark Platform
Plating
Solar Array

High Platform
High Plating
Elevated Catwalk

Twilight

Water
Dirt
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.
(user posted image) (user posted image)

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.

(user posted image) (user posted image)

(user posted image) (user posted image)

(user posted image) (user posted image)

(user posted image) (user posted image)

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.
(user posted image)

SCMDraft 2:
With SCMDraft 2 you can reveal or un-reveal the entire map at once.
(user posted image)


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:
(user posted image)

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.
(user posted image)

You can change the face of the cliff by selecting the cliff type you want to use and painting over the cliff.
(user posted image)

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.
(user posted image)


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:
(user posted image)


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.
(user posted image)


You can change the face of the cliff by selecting the cliff type you want to use and painting over the cliff.
(user posted image)


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.
(user posted image)


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.




Quote
Tiles properties
First of all, here is an overview of the terrain example I'll be using during this whole part (I'll be referring to it many times):

+
Main Image



One of the first thing you might want to know about the tiles properties is how they block units. That part is really important when you try to create a new blend (or simply when you try to do isometric terrain).
For this part, we'll use this image:

+
What you see is not what you get


Notice the name of this collapse box. "What you see is not what you get." At start (see Main Image), people could think this blends gave enough space for a lot of units to fit in it, but as you can see, there are grey areas a bit everywhere. That's not a good thing and you'll see why.

When trying to place a unit in SCMDraft 2 (but not when you try to copy-paste one), there are two things you must check: these grey areas that appears and also that green (or red!) rectangular that surrounds your units.
Let's start off with the rectangular: it represents the real amount of space the unit is taking in the map. As you can notice with an Archon (see Main Image), even though it fits within 1 tile, its image in itself is much bigger.
To determinate if a unit can walk through a certain area, select this unit and try to move it from a certain point to an other point. As long as you'll be able to make it move between these 2 points without getting a red rectangular, it means that the unit will be able to walk through, but not always without any problems! We'll talk of these "problems" a bit later.
On the other hand, we have the grey areas. When the rectangular surrounding a unit collides these areas, it becomes red. I guess you get what this means: grey areas are unwalkable areas.

Right over, we've talked about some "problems" you can meet regarding some blends and their walkability.
One of the most known blend causing such problems is exactly this one:

+
Weird behaviours


Even when you check at the grey areas, it seems like a Zergling or even a Marine could easily walk through it, but in-game, Starcraft's path-finding AI makes it a bit different: the players might some times need to click at precise places to make their units move forward. Clicking at the wrong place could make it run back.
These specific kind of blends aren't really recommended for games. Try avoiding them as much as possible.
As an example, I've used a Defiler. While testing the collisions, I saw that the Defiler will never be able to walk through this specific blend.

+
Side-note about unit's sizes



An other example of "What you see is not what you get", but more flagrant is shown into this image:

+
Not walkable at all


When you were looking at the Main Image, you might have thought that this blend was walkable by very small units only, but it isn't walkable at all. In fact, even a 1 pixel unit wouldn't make it through. As you can see, the grey areas are linked and make it so you cannot pass from one side to another (by passing there) without getting a red rectangular.

Just as a second "side-note" about walkability, I'd like you to take a look at this image:

+
Sprites usage


Now, what you see is the contrary. When looking at the Main Image, you may think a Defiler wouldn't pass that bush, but simply because what you see is a Sprite but not a Doodad, is it fully walkable and I guess 100% of the units could pass it. Anyways, that was just a quick note telling you sprites can also be used to something else than for "block coverage".

Now, an other important part of the tiles properties is the vision.

Terrain Vision:
Terrain vision is a problem that terrainers somewhat rarely face. This is because most extended terrain blend within their own terrain height, or elevation. However, some tilesets can have blends that cross the terrain height line. For example, the top corner bridge tiles are used to blend high dirt to dirt in Jungle. Another bridge tile can also blend with the corners of a Temple. While these examples have stable Terran Vision, some do not. We'll be looking at a piece and analyzing its vision problems.

To check vision, you can either play it on a map or use the Preview Fog layer on SCMDraft2. You can refer yourself to the wiki about Fog of Wars for further informations about this tool.

+
Preview Fog



Now, let's use this blend as an example.

+
The Example


Blend wise, the piece is decent. Now, let's view the vision from different angles.

+
From the Top


The ghost, on dirt, cannot see the high terrain. This is stable vision.

+
On the Cliff


On the cliff, you can see everything from any position as long as you're on the High Dirt elevation. This too is stable vision.

+
From the Bridge


On the small bridge tile, the ghost can't see anything. This is because the bridge tiles are surrounded by High Dirt tiles, which are in different elevations. This is unstable vision.

+
From the Bottom


The ghost, on dirt, cannot see the high terrain. This is stable vision.

You must be aware that vision blocks aren't only appearing when you are playing on a high ground's blend (literally). As soon as you use a high ground tile, you have possibilities of having vision issues.
The following image shows such a problem. Refer yourself to the Main Image to see the terrain without any vision restriction.
(user posted image)

Terrain elevation's theory is pretty simple: as long as you're on the same elevation, you see the terrain of the same elevation layer and the ones that are of a lower level of layer. For example, in Jungle, when a unit is on "High Temple", it can simply see any terrain around him.You can see a list of all the terrains' elevations here.

Creep/Null tile:
Those two tiles are also known for having weird behaviours (since this part of the wiki isn't very well developed, refer yourself here).

One of the Null tiles is walkable. That specific Null tile is the very first one to the right of the Creep tiles in SCMDraft 2's Tileset Index:
(user posted image)

Though you must know one thing about it: units can walk from it to any other walkable tile, but the inverse is not right. If you try to walk from a Dirt tile to that Null tile, it will not work. That implies that you must create "move" trigger for this specific case.
<Add informations about Creep tiles>

Post Scriptum: Notice that during the whole article, I've only been talking about the blocking properties of groups of tiles, but you must be aware that even though this kind of knowledge is mostly applied to those, it takes its very source into individual tiles' properties.



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.
*Crashes
ColorIDPortraitID
Red0Player Flag82-89
Blue1Dark Archon99
Teal2Corsair100
Purple3Scantid101
Orange4Kakaru102
Brown5Ursadon103
White6Uraj Crystal104
Yellow7Khalis Crystal105
Green8Green Flag106
Light Yellow9Light Yellow Flag107
Tan10Tan Flag108
Cyan11Cyan Flag109
*Crashes131Medic (Talking)200
131Valkyrie (Talking)201
*Crashes132Dugalle (Talking)202
133Stukov (Talking)203
134Duran (Talking)204
135Artanis (Talking)205
136Raszagal (Talking)206
137Devourer (Talking)207
138Lurker (Talking)208
139Dark Archon (Talking)209
140Corsair (Talking)210
141Scantid (Talking)211
142Kakaru (Talking)212
143Ursadon (Talking)213
144Uraj Crystal (Talking)214
*Crashes145Khalis Crystal (Talking)215
146Green Flag (Talking)216
147Light Yellow Flag (Talking)217
148Tan 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

Description - button(s)

+
General Hotkeys



+
General Unit Control



+
Zerg Units



+
Zerg Structures



+
Protoss Units



+
Protoss Buildings



+
Terran Units



+
Terran Buildings




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".)
(user posted image)

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.
(user posted image)

Finally, apply these triggers (along with Hyper Triggers).
Description:Permanent Creep: Timer
Players:
  • Player 1
  • Conditions:
  • Always.
  • Actions:
  • Modify death counts for Player 1: Add 1 for Alan Turret.
  • Preserve trigger.

  • Description:Permanent Creep: Hatchery A
    Players:
  • Player 1
  • Conditions:
  • Player 1 has suffered exactly 1 deaths of Alan Turret.
  • Actions:
  • Create 1 Zerg Hatchery at Hatchery A for Player 1.
  • Remove all Zerg Hatchery for Player 1 at Hatchery A
  • Remove all Zerg Larva for Player 1 at Hatchery A
  • Preserve trigger.

  • Description:Permanent Creep: Remove pre-placed buildings (Optional)
    Players:
  • Player 1
  • Conditions:
  • Player 1 has suffered exactly 2 deaths of Alan Turret.
  • Actions:
  • Remove all Zerg Greater Spire for Player 1.

  • Description:Permanent Creep: Hatchery B
    Players:
  • Player 1
  • Conditions:
  • Player 1 has suffered exactly 2 deaths of Alan Turret.
  • Actions:
  • Create 1 Zerg Hatchery at Hatchery B for Player 1.
  • Remove all Zerg Hatchery for Player 1 at Hatchery B
  • Remove all Zerg Larva for Player 1 at Hatchery B
  • Modify death counts for Player 1: Set to 0 for Alan Turret.
  • Preserve trigger.


  • 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.
    (user posted image)

    Here is the finished product, after the excess Creep has decayed.
    (user posted image)

    And here are the triggers.
    Description:Permanent Creep: Kill the Sunkens.
    Players:
  • Player 1
  • Conditions:
  • Always.
  • Actions:
  • Kill all Zerg Sunken Colony for Neutral.

  • Description:Permanent Creep: Remove the Minerals.
    Players:
  • Player 1
  • Conditions:
  • Neutral commands exactly 0 Zerg Sunken Colony.
  • Actions:
  • Remove all Mineral Field (Type 1) for Neutral.

  • (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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