Heroes can carry items in StarCraft II UMS maps through the use of a toggle, and can carry more items than heroes in Warcraft III.Units can be "attached" to other units, and units can even be used as special attacks (for instance, modifying spore crawlers to launch banelings as an anti-ground attack).The tauren marine will be in the map editor. Some single-player-only units will be in the map editor.However, units that have been cut completely from the game will not be in the editor. Many of the units and abilities that may not end up in the final version of the game, will still be accessible by modders.Blizzard is adding and modifying unit models which will not even be in single-player to make them accessible to models. Unit coloring and neutral units will be supported in the editor.Water (and lava) levels are adjustable.Map size can be artificially restricted by controlling the camera, preventing units from entering "off-screen" terrain or building there. Maximum map size will be fixed at 256 x 256 and sizes of 32 to 256 are available. Doodads such as traps can be freely added to any tile set. The terrain textures can be blended, so that a jungle can smoothly transition into a desert. Terrain can be mixed and matched you can define your own tile set in the editor.A few new ones will also be available, such as a new Shattered City tile set. A number of tile sets will be available, such as wasteland (Mar Sara), volcanic (Char), twilight (Shakuras), space platforms, jungle and desert.The map editor will support text color.Climate graphical effects will be available in the map editor.It will make all the triggers in the program available to mapmakers. Galaxy maps are capable of holding thousands of triggers, locations and doodads.The trigger editor features the ability to define custom functions and libraries. Every game database file is exposed for modification.All unit abilities will be data driven, enabling great freedom when designing unit abilities.You can open every Campaign Map and check out every aspect (Terrain, Triggers, Regions and so on) of it. Features Įvery mission within the Campaign was created by using the SC2-Editor. Missiles are typically used to configure missile-based attacks, but the underlying motion can also be used to drive a reaper's body when it jumps or a spine crawler's tentacle when it attacks. Missile Movers This tutorial probably is not needed in the beginning. This is useful for quickly testing ideas without having to set up data or execute triggers.
How to create your own game in starcraft 2 Patch#
With Patch 1.4.0, modders can now use actor cheats to create and manipulate actors on the fly while running a test map from the editor. You may choose to fully understand all other tutorials. You need a basic understanding, what "Actor" means (SC2-Editor). Actor cheats This tutorial is not needed in the beginning. Data Module In this tutorial, we will go over ways to modify existing data including modifying unit health, armor, starting energy, adding and removing existing abilities to units, and modifying weapon firing rates and damage. You need to buy SC2 to publish Maps or Mods.
How to create your own game in starcraft 2 mod#
Publishing If you want to play your map online with other players, or if you want others to be able to use your mod in their maps, it must be published to. Trigger Module Learn to use the Trigger Module by creating Triggers to handle victory, defeat, and scripted in-game events. Terrain Module Our first map making tutorial introduces you to the ins and outs of the StarCraft II editor’s terrain module. It is strongly recommended to start with these tutorials before you want to create your own Map (or Mod). Blizzard created a tutorial, which will create a new Map from the scratch. To fully understand the SC2-Editor, you will need time and basic programming skills (IF. Blizzard, us. () Blizzard Tutorials: Getting started