EUD (Extended Unit Deaths) Modify the "Memory" of Starcraft. As a result, you can change a lot of things that normally isn't possible.
However, using EUD is an entirely different level of Map Editing. In terms of learning map editing things, these were the steps I took (and imagine others probably may take on the assumption that Starcraft is there first ever Map Editor)
(I like to make my own levels of editing as)
Beginner - Adds units to map (no triggers besides pre-set ones)
Basic - Triggers are fairly basic and straight forward and few (Starcraft Original is mostly like this)
Moderate - There are a multitude of triggers. Switches are now added (cutscenes too. Starcraft Broodwar is like this) (A lot of the popular StarCraft maps are actually around this level)
Advance - Hyper-triggers are used (essentially speeding up the check trigger) (Many of the popular hero fighting StarCraft maps are around this level)
Very Advance - Hyper-triggers are used. Wait triggers are used limitedly and replaced with other forms of count downs (such as unit deaths since wait triggers conflict with each other). Basic usage of "location" EUDs (I actually don't know what it fully does but I know it moves a location a specific amount of pixels. I don't actually know if it increases its size towards the direction or actually shifts the entire location over) Regardless, can be used to make "fancy" unit-spawning attack spells or formations. Also can most likely implement a "menu" system using Dropship/Overlord/Shuttle.
(I am at this level, While I can use some EUD triggers, I can only use them very limitedly and poorly such as checking health values and reducing a specific unit's attack speed. And I don't even do it well) I'd argue that the change from very-advance to Expert is one of the largest steps (along with learning hyper triggers and what you can do with that. Both massively increase the amount of options you can do and can cause many issues too)
Edit: Alternatively, the person may be a map "terrain" users (I don't know much about them) but mastering this is also very difficult. They often understand many of the terrain options and how to manipulate them very well. I'd imagine these people usually make the ladder style maps (or RP maps if they know both).
Expert - Usage of EUD triggers (can vary anywhere from increasing a units attack speed, to making customized spells or checking health and checking exact location of player's screen). The reason why this can be difficult is because the map editor (SCMDraft 2 at least) supports it but not in a easily readable format (it looks like a number code). I assume that majority of people download 3rd party software that has already mapped out what each "code" item does using from assembly code. This will involve using multiple different softwares though and ensuring you know what each thing does. This is because wrongfully doing a trigger/event can cause the game to crash or desync. (I believe EUDs also disable saving but that shouldn't be an issue in multiplayer games)
Master - Usage of EUDs and full modding. I actually don't really know much about this but I assume based on other posts I've read it involves changing the models of units, using tons of EUDs, and even coding (such as Java, JavaScript, or Python. Don't remember which one). You can often tell that the people who do this are probably programmers in real life
Post has been edited 1 time(s), last time on Jan 25 2022, 8:23 pm by TheHappy115.
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