Maps and Mods

Map Making Tutorials

Terrain Module

In this three-part tutorial, you will get acquainted with some of the many features that the StarCraft II Editor has to offer, while making a small adventure map similar to the first mission in the Wings of Liberty campaign.

We will have a starting area where our heroes begin the mission, which includes the heroes themselves, the military base they live and work in, and some surrounding vegetation.

Introduction

The Terrain Module is the first window that opens when you start the editor by default. This is where you create the layout and look of the environment, and where you can place props, units, and structures that are created when the game starts.

Controls for changing terrain and placing units are separated into different control "layers." There is a terrain layer, where you change the layout and environment of the map, a units layer, where you place units, and a few more, most of which we will make use of in this tutorial.

Before we get started

Create a new map (File > New...) in the Agria tileset. For the starting texture, select Agria Dirt. When you create a new map, you can select what "Dependencies" the map has. You can think of a Dependency as a set of units, tilesets, and options. In StarCraft II there are multiple dependencies available. The Melee (Liberty) dependency contains all of the units and settings used in standard multiplayer and ladder games. Campaign (Liberty) contains everything found in campaign as well, such as the Kerrigan, Zeratul, and Raynor units. We are going to choose the Campaign (Liberty) dependency so that we have access to all of the units and structures in the campaign, and some extra environment props and doodads which aren't available in standard multiplayer games. Lastly, set the Width and Height of the map to 112 x 112.

Create the Terrain

The first layer we are going to work with is the terrain layer, where we will modify the map ground textures and topography. To get to the terrain layer, press the [T] key or click on the button that has a picture of teal-colored twin mountain peaks:

Cliffs

The military base that our heroes work on is going to be located on the edge of a large canyon, so we need to use the Cliffs tool to create some cliffs for our canyon:

On the left side of the window, just below the mini map, is a row of buttons that correspond to different terrain "brushes." Select the "Cliff" brush button. This is the button that has a picture of a cliff and a green up arrow.

The term "brush" is used figuratively. In the editor, any tool you select that adds, modifies, or removes terrain, textures, units, etc. is referred to as a brush.

Next, we need to select an "operation" for our cliffs brush to perform. Select the "Lower Cliff" operation to create cliffs by pushing the terrain down. The "Lower Cliff" operation button has a cliff and a red down arrow. You can then select the size of the brush and the shape, and choose what cliff type you want to draw. We've gone with Organic Cliff for now.

Use the brush by clicking or holding down the left mouse button on the terrain, and move your view of the map by holding down the right mouse button and dragging the mouse. As you can see in the picture, we've moved the map view to the bottom-left part of the map, and carved out some cliffs on the lower left side of the map.

Next, use the Raise Cliff operation to create a raised manmade cliff that sticks out into the canyon. This is going to be the helipad.

The helipad needs a ramp, otherwise it will be inaccessible. Select the Add Ramp brush. Ramps can only be drawn onto cliff edges, and not on flat land.

Before we move any further, let's save the map. Unexpected events can cause you to lose your progress if the editor closes unexpectedly due to automatic updates forcing your computer to restart, electrical outages, and household pets accidentally unplugging your computer. Rather than blaming the electrical company for the loss of 5 hours of work, make sure you save often!

Textures

Now that we have some cliffs, we can get an idea of what textures we'd like to place down on our map. We don't want the entire map to be covered in dirt, so we're going to plant some grass and pave some concrete as well.

Select the texture brush, which is the left-most button on the row of available brushes.

There are many different operations, including Add Texture, Remove Texture, Blend, Smudge, Fill, etc. We're going to use Add Texture for most of our texture needs, but feel free to play around with the others. There are also a number of options for how fast textures are painted, and the shape, size, and style of the texture brush:

Increment - This option controls how quickly a texture is painted as you are holding down the Left Mouse Button.

Size - Increase the slider for this option to increase the radius of your texture brush.

Speed - Works similarly to the Increment option.

We're going to select the Concrete texture, and paint it on the helipad and the helipad ramp.

Continue painting textures around the base. Our heroes now have some concrete around the base for buildings and hangers to be built on, and some grass areas and dirt paths around the base.

Height

Canyons are often formed by water erosion, so we're going to put a river at the bottom of our canyon. Before we place the water, we will lower some of the terrain to make a ditch for the water to run. We can use the Height brush to raise or lower terrain without making cliffs. Using this brush, we can make hills, valleys, craters, and piles of dirt or leaves if we want.

Select the Height brush button, which looks like a blue hill and is located to the left of the cliff brush.

Select the Lower operation.

Use the brush to create a ditch that runs through the canyon.

Sometimes using the height brush can leave undesirably sharp edges. We can use the Smooth operation to blend terrain height to get rid of jagged edges.

Water

We are now ready to let water run through our ditch.

Select the Water brush button, which looks like a big water drop.

There are only two operations for the water brush to perform: Add Water and Remove Water. Select the Add Water operation (even if it is already highlighted) to bring up the different types of water that are available to place.

Place some of the water where we created the ditch in the canyon.

The water is probably floating high above the canyon. To fix this, use the Edit Water button to bring up a new window full of water settings. The setting we're concerned with at the moment is the Height setting. Use the slider to adjust the water height until it is sitting comfortably in the ditch and not floating above it. There are many different options to play with. When the water looks perfect, press Okay to close the window.

Continue placing water until the ditch is full of water.

Road Tiles

Our military base is going to be accessible by a 4 lane highway. To make this highway, we are going to use the Road brush.

Select the Road brush, to the left of the Height brush button.

Currently there is only one Operation, and one Type per tileset.

Left clicking the mouse will place a road point. road points will automatically connect to other nearby road points. To place a road point that does not connect to nearby road points, hold down the control button while placing it.

We've placed enough road points to have the road wind and follow the canyon, and then take a left turn when it reached our military base and move to the edge of the map.

If you need to adjust your road, you can enter "selection mode" and adjust the road points. To enter selection mode, press the [Space Bar] or [Escape] keys. You should see green pyramids where the road points are. To move the points, click and drag them. To rotate the point, select the point you'd like to orient, and hold down [Control] and the left mouse button, and drag the mouse around.

Road tiles do not show up on the mini map. In order to show players where the road is, we've painted the concrete texture underneath the road.

Foliage

We're almost ready to start placing down some props and units on our map, but first, we are going to add some small foliage. In the editor, larger pieces of foliage like trees and bushes are placed deliberately and specifically by designers, but smaller plants like grass and flowers are placed using the Foliage generator. The benefit of this is that you don't have to place thousands of grass props by yourself, but the other major advantage is that generating foliage this way is much less difficult for the game to process, so the game runs smoother.

A note about foliage before we get started: Foliage cannot be seen on Low graphics settings. specifically, the "Terrain Quality" setting determines whether or not foliage is displayed in the game.

Select the Foliage brush, which looks like a tree and is located to the right of the Cliff brush.

Select how dense you want the vegetation to be, and then press the Generate Foliage button. We've gone with a density of 0.50.

You might notice that foliage was also placed on our road. To keep this from happening, we need to use the Disallow Foliage operation and draw where we want to keep foliage from appearing.

Switch back to the Allow Foliage operation, and generate foliage again. Now foliage has been generated all over the map, but not on the road where we don't want it.

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Comments (219)

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Umoja #742
Umoja
1/25/2012
when i place a decal, i cant seem to actually place one. all that comes up is some indicator that something is supposed to be there. kinda like a little white thumbtack or something. what is going wrong?
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Umoja #742
Umoja
1/25/2012
addition: protoss and space platform decals work fine, but not the regular ones or the "alive inside" decals.
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Umoja #742
Umoja
1/25/2012
@Umoja: nvmd, i got it
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ucantfixstup #239
ucantfixstup
2/11/2012
@Umoja: im having the smae problem, but cant figure it out, whatd you do?
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LittlebigQc #882
LittlebigQc
1/16/2012
question : how do (at the part where we do the helipad) we could only move the manmade wall and not make a hurg chunk of dirt getting up ?
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InfJrac #447
InfJrac
1/20/2012
@LittlebigQc: Yeah I have the same problem QQ
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Sphero #915
Sphero
1/21/2012
@InfJrac: In the "Tools" section in the toolbar at the top, go to the "Brush" drop down list. At the very bottom, you will see an option that says "Allow Cliff Merging." Check this box, and you should have the same effect displayed in the tutorial here.
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LittlebigQc #882
LittlebigQc
2/9/2012
@Sphero: Thanks dude , you save my noobish level editor skill (this editor is 10 as hard as sc1 editor)
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Wipey #976
Wipey
1/13/2012
For the love of God can someone please tell me how to move pieces of terrain? I accidentally put the middle of my map 4 squares lower than it should be, and i cannot find no matter how hard i try a way to move the middle of my map up. Copying and pasting is not working for some reason, it not only shrinks the whole thing, but it refuses to go in the middle. I'd really appreciate some help it's driving me crazy.
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Bruxinth #782
Bruxinth
12/11/2011
Noobish question, but I can't find the heroes when I look for them, and I have tried just about everything I can think of. Does any one know where to find the hero units?
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BigDaddy #972
BigDaddy
12/18/2011
@Bruxinth: They're part of the campaign dependency, I believe you can alter it in file - dependencies. Press add dependency, then add the other 2 ones.
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toosecksi #271
toosecksi
12/1/2011
I ended up adding some zerg and stuff around the map but when I load it up all the zerg I placed are in one spot. not littered around like I wanted. anyone know why?
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mowlord #711
mowlord
11/3/2011
how get better graphics??
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CoWarrior #290
CoWarrior
11/16/2011
@mowlord: File -> Preferences -> Video
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EugeneTwo #804
EugeneTwo
11/24/2011
@mowlord:
If you set your graphics too high, your comp will lag. This can be fixed by buying and installing a graphics card, a kind of CPU dedicated to producing graphics images. If you get a good one, you can set your graphics all the way up to Extreme with no lag.
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Zeus #874
Zeus
10/31/2011
I have a mac, and when i try to place and change a decal, i can't seem to be able to change it x.x
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sOdum #554
sOdum
10/26/2011
this is like SC2 map editors for dummies :3 me lyke ^^
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Elemental #270
Elemental
10/25/2011
@ All who can't find editor: You go to Computer. Click Local Disk (C:). Inside will be a bunch of files. Click "Program Files". Click :Starcraft II". Inside will be "Map Editor" (next to a green circle-ish icon). Enjoy!!
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MrGordon #780
MrGordon
10/23/2011
I know this is a really noobish question, but i have been trying to find the map editor on sc2 and have not found it. Help?
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East #391
East
10/24/2011
@MrGordon: your not alone L:
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mowlord #711
mowlord
11/2/2011
@MrGordon: Its not on SC2. You find it in a folder, that you get off SC2.
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NinjaNoob #597
NinjaNoob
1/4/2012
@MrGordon:right click sc2-file location- it should be there
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ElfKing #403
ElfKing
9/13/2011
y cant i get my troops to cross the bridge doodad?
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ProPAIN #170
ProPAIN
9/12/2011
If the editor won't let you make a cliff like in the second screenshot under "Cliffs" (the helipad): Select Tools>Brush>Allow Cliff Merging. If you can't figure something out, digging around in the menus usually helps.
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ElfKing #403
ElfKing
8/29/2011
i need to figure out how he got the boundry lines on the minimap. and i also need to figure out how he got the minimap bigger. can someone tell me how?
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AXILIM #948
AXILIM
8/23/2011
how do u make things smaller (noob question :D)
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AXILIM #948
AXILIM
8/23/2011
... my map is looking great for a noob but im wondering how do u give structurs and units abilitys any sugestions?
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TAURUS #383
TAURUS
10/25/2011
@AXILIM: ok this is complicated... you go to data then search the name of the unit u want to modify click on the abbbilitys add the ability u want for the unit then click its command card click a empty space go to the bottom and select the button for the ability you gave the unit contact me at ericdekirkwood@gmail.com if u have any further questions and i will make a video showing you haw to give units abbilitys i myself am still trying to find out how to make thing big or small
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DeathRuby #676
DeathRuby
8/19/2011
how do u make teams
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LibertyPrime #244
LibertyPrime
8/23/2011
@DeathRuby: click the next page button
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DeathRuby #676
DeathRuby
8/19/2011
I'm trying to make a map like zero hour but my Zerg A.I.s' aren't doing anything and my attack waves aren't working please help
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TAURUS #383
TAURUS
10/25/2011
@DeathRuby: well if ur giving ur zerg ais units they get supply blocked and get confused :/ computers get confused a lot ...
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DeathRuby #676
DeathRuby
8/19/2011
How do u make it so if u kill enemy units they give u money
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Suffer #946
Suffer
8/3/2011
wait, so you can make maps and actually have your own maps on sc2 and play it with friends and stuff or its just for very very bored people who want to do alot of work..?
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Globus #241
Globus
8/5/2011
@Suffer: ... Yes you can have your own maps and play it with friends and stuff... Otherwise why would you make a mappp...?
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Gonzalo #443
Gonzalo
8/6/2011
@Suffer: Custom maps is why starcraft got popular in the first place. Brood War would have been terribly imbalanced if it wasn't for Korean Mapmakers. And BW wouldn't have been as awesome for noobs like me without all the FASTEST! and BGH maps.
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Backslash #897
Backslash
8/1/2011
......................this is not confuseing at all XD
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Prodox #904
Prodox
7/28/2011
does anyone know how blizzard makes their multiplayer maps so symmetrical is it like a reigoning to it or do they just spend time to get it close?
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RumbleBadger #266
RumbleBadger
8/8/2011
@Prodox: There are a few methods. One, you can turn on the grid to small (View>Grid>Small) and then manually mirror the sides. The other method is where you design one half or one quarter of the terrain and then copy that half. Then hit Ctrl+v then go to Edit>Rotate>180 degrees or 90 degrees, line it up with where you want it and paste. The second method is much faster although not always easy to do as a beginner.
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DOn't support the editor, huh Bliz?