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Firstly, here's how to get to the "Game Variants":
From there, you must click on "Add" at the bottom left of the window that just appeared.
Then, name your Variant (General -> Name) and give it a description. You might also want to add an "Icon": just click 'Browse...' and select, for example, 'Minimap.tga' (if you want the minimap shot to be the icon of your game. If you want to make a custom icon, go there and watch the first video.
After, go to "Game Type".
For StarCraft II's Patch 13, if you want to publish a custom map, select "Other" for both "Category" and "Mode" and do not forget to change the fields to something else than the default values!
For a more in-depth tutorial about how to post a custom map, click here.
To publish a Melee map, you must simply click the "Generate Defaults" button (situated at the bottom left of the previous picture). Right now, Blizzard haven't updated the list of Defaults for the 3v3's and 4v4's, but you should understand pretty easily how to set them up with the rest of this tutorial.
Now, we're getting into the "Attributes". They are very important for custom maps.
They pretty much all have self-explanatory names, but I'll make a quick review of the ones you might use the most:
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1) Open Galaxy Editor
2) Open your map
3) Map -> Game Variants...
2) Open your map
3) Map -> Game Variants...
Then, name your Variant (General -> Name) and give it a description. You might also want to add an "Icon": just click 'Browse...' and select, for example, 'Minimap.tga' (if you want the minimap shot to be the icon of your game. If you want to make a custom icon, go there and watch the first video.
After, go to "Game Type".
For StarCraft II's Patch 13, if you want to publish a custom map, select "Other" for both "Category" and "Mode" and do not forget to change the fields to something else than the default values!
For a more in-depth tutorial about how to post a custom map, click here.
To publish a Melee map, you must simply click the "Generate Defaults" button (situated at the bottom left of the previous picture). Right now, Blizzard haven't updated the list of Defaults for the 3v3's and 4v4's, but you should understand pretty easily how to set them up with the rest of this tutorial.
Now, we're getting into the "Attributes". They are very important for custom maps.
They pretty much all have self-explanatory names, but I'll make a quick review of the ones you might use the most:
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-> (Game) Game Mode: Private/Public/Automated Match Making.
Self-explanatory; You probably want to select "Public".
Leave it 'Unlocked'; Else, you'll force the Game Mode to stay as its actual value. For example, a locked "Private" would means no one would ever be able to play with someone he doesn't know which also implies a restricted spread of the map.
-> (Game) Game Speed: Slower/Slow/Normal/Fast/Faster.
You probably the "Faster" value on that one.
You probably want to 'Lock' it, but some might not want to.
-> (Game) Locked Alliances: No/Yes.
This one will really change on the situation. If you are making a Diplomacy map, you probably do not want to set it to 'Yes', but for "Impossible Scenarios" maps, you do want the 'Yes'. On that last case, you also want to 'Lock' it.
-> (Game) Teams: 1 Team/2 Teams/FFA/Custom teams.
This sets the number of teams that will be made in the lobby when you'll host. However, if not locked, the host can decide to alter them.
-> (Player) Controller: Closed/Open/User/Computer.
I am not quite sure about all the values of this one.
Closed simply means the slots exists, but is blocked.
Open means anyone can fill the slot.
User, I think, implies that you invite someone to fill it.
Computer fills the slot with a computer.
You will not be able to set values for players that do not have Start Locations.
-> (Player) Participant Role: Participant/Watcher.
Pretty self-explanatory.
Again, you will not be able to set values for players that do not have Start Locations.
-> (Player) Team [2 Teams].
The values of this one depends on the number of players that have a Start Locations.
I've chosen "2 Teams" arbitrary: there are many others.
Here's a simple example that will make the explanations easier:
We see there are 4 players (all 'Open' slots => human players) that will be separated into 2 teams that aren't definitive (no 'Locked' value).
Let's analyze Player 3's value: "Team 2 [1]". This simply means the Player 3 will, by default (but not permanent), be the first player of the second team.
Therefore, "Team 3 [2]" means that the player will be the second player of the 3rd team.
Self-explanatory; You probably want to select "Public".
Leave it 'Unlocked'; Else, you'll force the Game Mode to stay as its actual value. For example, a locked "Private" would means no one would ever be able to play with someone he doesn't know which also implies a restricted spread of the map.
-> (Game) Game Speed: Slower/Slow/Normal/Fast/Faster.
You probably the "Faster" value on that one.
You probably want to 'Lock' it, but some might not want to.
-> (Game) Locked Alliances: No/Yes.
This one will really change on the situation. If you are making a Diplomacy map, you probably do not want to set it to 'Yes', but for "Impossible Scenarios" maps, you do want the 'Yes'. On that last case, you also want to 'Lock' it.
-> (Game) Teams: 1 Team/2 Teams/FFA/Custom teams.
This sets the number of teams that will be made in the lobby when you'll host. However, if not locked, the host can decide to alter them.
-> (Player) Controller: Closed/Open/User/Computer.
I am not quite sure about all the values of this one.
Closed simply means the slots exists, but is blocked.
Open means anyone can fill the slot.
User, I think, implies that you invite someone to fill it.
Computer fills the slot with a computer.
You will not be able to set values for players that do not have Start Locations.
-> (Player) Participant Role: Participant/Watcher.
Pretty self-explanatory.
Again, you will not be able to set values for players that do not have Start Locations.
-> (Player) Team [2 Teams].
The values of this one depends on the number of players that have a Start Locations.
I've chosen "2 Teams" arbitrary: there are many others.
Here's a simple example that will make the explanations easier:
We see there are 4 players (all 'Open' slots => human players) that will be separated into 2 teams that aren't definitive (no 'Locked' value).
Let's analyze Player 3's value: "Team 2 [1]". This simply means the Player 3 will, by default (but not permanent), be the first player of the second team.
Therefore, "Team 3 [2]" means that the player will be the second player of the 3rd team.
Post has been edited 4 time(s), last time on May 22 2010, 11:27 pm by payne.
None.