- 1 Terrain Editor
- 1.1 Terrain Editor
- 1.2 Example Usage
- 1.3 User Interface (Layers)
- 1.4 Terrain Module Camera Controls & Hotkeys
The Terrain editor is the part of the Starcraft 2 Map Editor that let's you modify the terrain of the map. It also lets you add starting locations, units, doodads, cameras and regions. The content is organized into layers: Terrain Layer, Units Layer, Doodads Layer, Points Layer, Regions Layer, Cameras Layer and Pathing Layer.
- The Terrain Editor is not available when you are working in a Mod.
- Choose a layer to work in by...
- pressing the orange buttons in the main toolbar of the editor.
- hotkeys for layer shortcuts (T,U,D,P,R,C,H)
- selecting it from the menu (Layer)
- Its possible to turn off a layer for rendering (View>Show Layer)
- All units/doodads/points/regions on the map can be searched and replaced (Edit>Find/Replace)
- Changing the size of the map is not done in the Terrain editor. Its done in Map>Map Bounds.
- Light is not defined in the Terrain Module, it is done in the Light Module at Window>Lighting.
Making a space platform map
Ground transparency is a hidden feature of Space Platform Tilesets. To make the ground transparent so that the stars are visible, change the Maps Tiles to one of the Space Platform tilesets. Use the cliff level brush and lower the terrain to the lowest level. This will now make the ground transparent. Also note how extra towers and other doodads are generated underneath man-made cliffs. It is also possible to remove terrain cells, but this does not look as good and makes the game unstable.
Making a Melee map
When working with Melee maps it is very important to get symmetry. To achieve this, copy and paste selected terrain areas in combination with Edit>Flip and Edit>Rotate tools.
Another tip is to place the doodad called "Map Template". This is a huge flat doodad. If you have a hand-made sketch you can replace the texture of the "Map Template" with your image. The result is a blueprint for your map.
Variable water levels
Water levels are manipulated with triggers, where you choose different water states. The water states are defined in the Terrain Module. Choose a water type and add some of it to the map. Manipulate the water height level to a suitable default height. In the water settings, add a State which has a different height level. In the Trigger Module use the function "Set Water State" to define which state should be used.
Foliage is tiny 1x1 doodads which are scattered randomly on the map. They can be turned off in the Game Settings for performance reasons. Manipulate which areas will have foliage using the Foliage brush. Generate foliage through Map>Generate Foliage. Its possible to redefine which models should be linked to each terrain texture, which is done in the Data Module under Terrain Textures.
Weather is essentially added to the map by placing doodads. Examples of weather doodads are rain emitters, fog and omni-lights. Rain emitters are animated models which "run out" unless you modify the events of the actor. As a result, rain emitters can sometimes be better to add using trigger scripting ("Add model at Point"). Fog is a looping animation and will not run out. You can hide certain wheather doodads using "Show/Hide Doodads in region" and Actor Messages.
Adding a walkable brigde
The SC2 engine does not really support bridges in the way we are used to interact with them (walking over and under them). Essentially they are cliffs with a doodad on top of them, combined with some hidden scripting which hides the cliffs and terrain textures underneath them.
To add a bridge to your map, go to Terrain Objects and search for bridges. The Terran bridges are easiest to work with, the other requires triggers with Actor Messages. When you place them the terrain underneath and around them will be deformed, so if you delete it you will see that the cliff level was rised under it.
- Bridges can only be added on cliff level 0 (not lowest level and not the higher two levels).
- If you want stuff to move underneath your bridge, you have to write scripts that move models underneath it.
- Units can not walk under bridges.
- Bridges can also be added using Doodads, but only some models allow units to walk on top of it instead of underneath it. A common fix for this problem is to have a hidden walkable model on which the rest of the visuals are attached.
User Interface (Layers)
The Terrain Editor is split into various layers, each of which is responsible for handling certain types of objects.
Paint the terrain textures, add roads, define which areas should be covered by foliage.
- You can change tiles in your map by choosing a different tileset.
- The number of different terrain textures is limited to 8. It is impossible to add more.
- Roads can be added using a terrain tool, by placing road doodads (HoTS) or by placing doodads in intricate patterns.
- Read more at Terrain Layer
Units are actors which players can control and interact with.
- Minerals and Vespene Gas Geysers are Units.
- If the link between a custom actor and the unit is not set up properly, you will get a shecker textured gray ball instead of the unit.
- In a units properties there is a Name field. This will not affect the units in-game name. To change a units name you will have to edit the units name in the Data Module.
- Read more at Units Layer
Doodads are static models which populate the world for estetic reasons. They can also be used to limit visual range
- Line of sight (LOS) limiters are doodads.
- Every standard terrain set has its own trees and foliage.
- Hold Shift to ignore placement constraints when placing doodads.
- Read more at Doodads Layer
Points are preplaced 2D or 3D locations, which can be referenced by triggers and scripting.
- Starting locations are points.
- When placing starting locations, make sure there is enough room for a town center. If not the building will not be spawned when you play the map.
- All points are 2D, but you can add 3D points as well.
- Read more at Points Layer
Regions are preplaced simple shapes, which can be referenced by triggers and scripting.
- One region can be composed by many different shapes.
- Regions can be combined using Edit>Merge Region.
- Read more at Regions Layer
Cameras are preplaced "views" which can be accessed and modified by triggers and scripting.
- Cameras can be created by manipulating the view and then storing it.
- Cameras can be created by adding a camera to the list and then edit its properties.
- Cameras can be created by using the Camera Editor, which can be found in Edit>Camera>Camera Editor.
- Use the action "Apply Camera Object" to make the player view change to the preplaced camera.
- Read more at Cameras Layer
Not all parts of the map should be accessible by the players units. Pathing defines where ground and air units can move.
- Pathing has nothing to do with roads. To add roads, paint roads with the terrain brush or by placing doodads.
- Ground forces movement limitation is painted.
- Air units movement is limited by placing doodads with a radial effect.
- Read more at Pathing Layer
Terrain Module Camera Controls & Hotkeys
These commands allow you to change your view in the terrain editor.
|Camera||Rotate (Mouse)||Mouse Drag||Ctrl+||Right Button|
|Camera||Zoom (Mouse)||Mouse Drag||Shift+||Right Button|
|Camera||Zoom In (Mouse Wheel)||Mouse Wheel||Wheel Up|
|Camera||Zoom Out (Mouse Wheel)||Mouse Wheel||Wheel Down|
Change height of your "Eye"
|Camera||Height (Mouse)||Mouse Drag||Alt+||Right Button|
|Camera||Height Down (Mouse Wheel)||Mouse Wheel||Alt+||Wheel Down|
|Camera||Height Up (Mouse Wheel)||Mouse Wheel||Alt+||Wheel Up|