- 1 Info
- 2 Options
- 3 Bounds
- 4 Symmetry
- 5 Texture Sets
- 6 Textures
- 7 Tags
- 8 Loading Screen
This Info will be shown on Battle.Net before the player downloads the map. You can change the Preview Image to any square 24bit *.tga files that have been imported.
- Description - Basic: (maximum 79 characters)
- Description - Extended: (maximum 300 characters)
- Preview Image - Small
- Preview Image - Large
- Fog of war details. Here you can specify what Fog of War Data to use for each field. Fog of War Data can be configured in the data editor. You can define its color and the influence to unit sight.
- Black Mask
- This is the Fog of War data typically used for areas of the map that have not been explored.
- Grey Mask (Default)
- This is the Fog of War data typically used for areas of the map that have been explored but are not currently visible to the player.
- Determines the default height of the map.
=Static Shadow Intensity
- How dark shadows caused by the terrain look
- All Units Use Base Height:
- Disable Observers: Stops observers joining the game
- Disable Recover Game: Prevents saving and loading
- Disable Replay Recording: This prevents replays from being made automatically.
- Disable Take Command: This prevents allies getting control of the units belonging to dropped players
- Disable Trigger Preloading: This disables the inclusion of trigger parameters when generating the list of objects to preload for this map.
- Disable View Everyone: (Unsure) Prevents observers watching all players at once?
- Hide Errors During Online Games: This prevents trigger errors that are occurring in-game from being shown to players at the left of the screen
- Hider Errors During Test Document: This prevents trigger errors that are occurring in-game from being shown to players in the error box on the top of screen.
- Show Game Start Countdown: (Unknown)
- Stagger Periodic Trigger Events: Offsets simultaneous periodic triggers and actor events to reduce frame rate drop
- Use Horizontal Field Of View: The camera's field of view will correspond to the horizontal screen direction, rather then vertical. (See the Campaign minigame Lost Viking)
- Determines which section of battlenet the map is published in
Defines the playable area and the area where the camera can move to. You can also increase and decrease the map size at any time from this window by checking the "Modify Map Bounds" box in the lower left corner. Once this action is done, however, the undo|redo buffer is cleared. Make sure you are happy with your map before you adjust the bounds. Reducing the Map bounds deletes any alterations made in the Terrain Editor that fall out of bounds so use with caution.
- Max 256x256 map size
- Min 32x32 map size
- Min camera bounds are 7 for left and right and 4 for top and bottom
- Min playable area is 15x9
Makes copies of any alterations made in the Terrain Editor via reflection or translation to create a symmetrical map. Commonly used for making Melee maps
- None: The default. Terrain editor does not produce symmetry
- Rectangular: Adds translational or reflective symmetry along the specified axis
- None: No symmetry applied
- Reflect: Creates a mirror image of modifications made in the Terrain Editor along the specified axis
- Traslate: Creates a duplicate of modifications made in the Terrain Editor at a location the same distance from the specified axis
- Diagonal: Creates a mirror image of modifications made in the Terrain Editor along the specified axes
- Diagonal Axis: What axis or axes to use for reflective symmetry
- Rotational: Adds rotational symmetry around the centre of the map
- Rectangular: Uses the map corners for marking regions of symmetry resulting in segments of uniform area
- Circular: Splits the map into the designated number of segments based on angle resulting in segments that are not uniform in area
Sets where the centre point for symmetry operations is located
- Playable: Middle of the Camera Bounds area
- Full: Middle of the Map Bounds area
- Custom: centre point for symmetry operations is able to be specified by an x/y coordinate
The Terrain Types used by the map to create terrain in the Terrain Editor. Maps can use up to 4 different Terrain Types or enough terrain types to add a total of 16 different Terrain Textures (can be maxed with only 2 Terrain Types).
The Primary Texture Set is the Terrain Type used by the Terrain validator and for the creep properties and gravity of the map. To remove a terrain type that is the primary texture set, the map maker must first set the Primary Texture Set to a different terrain type and reopen the texture sets menu before removing the unwanted texture type.
Allows the bulk swapping of terrain textures and cliffs painted on the map to different alternatives dictated by the selected Terrain Type. Even though maps support up to 16 Terrain Textures from 4 different Terrain Types, this menu does not allow the map maker to leave specific textures/cliffs unaltered so use with caution.
The Map Loading Screen is a screen displayed when the map is loading. To get to the Map Loading Screen, click the Map button at the top of the screen and select Map Loading Screen...
Selecting Melee will make the loading screen remain as the default loading screen, showing a map preview and showing which players are playing, as well as how far they have loaded.
Selecting Custom allows you to customize any text you would like to appear on the loading screen. Choosing this will not show the players or the minimap while loading.
Wait for Key
Checking this option will require every user to press any key to start the map. This would be useful for those who want to read what you have on the loading screen, but could cause impatience from some and the possibility to simply not press a key, thus never starting. The negatives usually outweigh the benefits. Useful for campaign mission briefings.
Here, you can choose an imported image to be displayed in the background of the loading screen, replacing the default background image.
This option will set how the background image will scale for each player.
- Normal: will keep it its original size.
- Aspect Scaled: will scale it to maximize its size without biasing it in any direction.
- Stretched: makes it fill the entire screen, no matter the aspect ratio or size.
Changes the appearance of the loading bar according to which option you select. Loading bars can be changed in the Game UI data object.
Allows custom UI created under the UI Editor to be used for the text display when loading. Only available when the loading screen type is set to Custom
The text is only available when the loading screen type is set to Custom
This is the main field of the loading screen. It should contain the most detail. It's best not too add too much information, otherwise people won't have time (or will) to read it.
This will show up in a box at the bottom of the screen, above the loading bar. It's useful for brief tips.
If you want to remove this box, just set the Help section's text as a single space.
Tips shown if the map is restarted
Usually more blunt instructions for people struggling to win
The subtitle is located between the Body and Title. It has a larger font size than the Body, but smaller than the Title.
Title is at the very top, having the largest font size. Usually people simply repeat the name of the map for the title.
Text position decides where the text is located (anchored) on the loading screen. Default positions on the upper left of the screen while the other options position it according to the option selected.
These nudge the position of the text according to the X and Y axis. Offset is only changeable when 'default' isn't selected for the text position.
The size determines how much space is permitted for text. Size is only changeable when 'default' isn't selected for the text position.