Arcade

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 (275)

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XelNaga #338
XelNaga
4/12/2013
How can you change parts of the terrain unbuildable/unplaceable? For example when you want to create a Tower Defense map with a flying builder to prevent from building where the units are meant to run.
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Wolfgang #744
Wolfgang
3/16/2013
I'm having a problem where units don't path across a bridge I placed. They just walk around on one side where the cliff and bridge overlap.
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Kurenox #413
Kurenox
3/26/2013
@Wolfgang: you have to have land underneath the bridge
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ScrinKing #386
ScrinKing
3/29/2013
@Wolfgang: Use castanar bridge terrain object (located in the terrain modules)
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TheMoses #629
TheMoses
3/14/2013
I think this is now outdated, since HoTS came out. I'm trying to follow the first few steps, but the windows seem different when I create a new map
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In the editor tips number 6 says if you are having frustrations try chatting with Eliza. what does that mean and how do i do it?
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Dyanpanda #599
Dyanpanda
4/21/2013
@CFH: I cant find anything in the editor, but Eliza was touted as the first "artificial intelligence" but was really just a conversation bot. Because most of its sentences were just reparsing your statement as a why question, (think toddler) a few people used it as a therapist.
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EntityEnigma #436
EntityEnigma
2/9/2013
Hmm, the helipad won't stand out independently from the bottom level. I can't keep it from being surrounded by the second level of terrain.
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Canoe #425
Canoe
2/19/2013
@EntityEnigma: There's an option to let cliffs merge. It's one of the drop-down menus. I think the hotkey for it is ctrl-f or something.
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MrTopHatz #354
MrTopHatz
11/15/2012
in the editor, ive figured out how to change the mineral/vespene properties but only at one at a time... is there a a way to change all the properties at once or do i have to do it individually? i tried selecting all but that didnt work either
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Legion #809
Legion
11/15/2012
@MrTopHatz: If you select all of the resources you want to change and right click, you can select properties and change the values of the resources. If you have mixed values (such as selecting vespene gas and minerals) then there will be no values in the value area. However, changing these values to something such as 50,000 in a BGH map will change the resource value.

It should work just fine doing the select all, box drag, or Ctl click.
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DGMenace #407
DGMenace
11/10/2012
Water is proving to be a problem for me on this... I cannot figure out if there is a way to create different layers of water, and also I've noticed that if I make a river or other water body by lowering the level of the ground, and not by making a lower cliff level, units can be dropped into the water or can run through the water. Any suggestions on how to fix this?
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ZerOonE #393
ZerOonE
11/23/2012
@DGMenace: Hey, I was having the same trouble :) All you need to do is choose a differrent kind of water and you can add it with other waters layers & different height.
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BRIAN #3853
BRIAN
11/5/2012
how do you change your starting resources
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SpicyHam #700
SpicyHam
2/22/2013
@BRIAN: the amount? I believe it is done under Triggers Editor -> Map Initialization type of triggers
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battlefield #650
battlefield
10/18/2012
damn
i dont even see map properties
the first starcraft is better exept without everything else
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battlefield #650
battlefield
10/18/2012
im trying to make a game were you are a hero and you battle zerg and the other players
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Swodon #731
Swodon
10/1/2012
When ever i try to place terrain on a space texture type of map (braxis alpha or avernus) as soon as i save i can see through all the cliffs and doesnt go back. ive even tried uninstalling the editor and reinstalling it.
Please fix this as soon as you can.
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RagingReaver #844
RagingReaver
8/17/2012
Okay, so how the hell do you put down the absence of terrain, like space or the sky-like background that you occasionally see on the official melee maps? I have been working with thing for two hours now, and I am getting frustrated.
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CronicGreens #563
CronicGreens
8/31/2012
@RagingReaver: you use the "lower cliff" selection, then proceed to add a lower cliff inside of a lower cliff. im not sure if all map selections have this option.
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Beastkiller #290
Beastkiller
8/5/2012
lol i suck mega @*%@ at making maps soooo confusing. Congrats for all u pro map makers. In my mind your better at starcraft than grandmaster top 16 ladder players
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Goon #847
Goon
5/26/2012
When I try to publish a map, it says "Document Dependency Header File is not available"
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ithenoob #632
ithenoob
8/31/2012
@Goon: Save the map, close the editor. Open the editor again and re-try to publish. Sometimes you have to wait a few hours....
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Aranel #836
Aranel
5/12/2012
Noobish Question, How the hell do you publish a custom map? the steps to take to do so?
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Aranel #836
Aranel
5/11/2012
Kind Of A noobish question, How do you publish a custom map from the editor?
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Leviathan #807
Leviathan
5/5/2012
the second step above to create raised manmade cliff, on the first click, it actually raises an organic cliff, then the second click puts the manmade cliff on top if it. How do I get it to look similar to the pic?
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HighHemplar #685
HighHemplar
1/17/2013
@Leviathan: If anyone can answer this question I would also be very thankful. No matter what I do I can't seem to match the picture and its driving my crazy. What is the point of continuing with the rest of the tutorial if I can't even get the second step right.
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HighHemplar #685
HighHemplar
1/18/2013
@Leviathan: Don't know if you saw but composure answer this question below and the trick is to use shift+I.
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Impaler #405
Impaler
5/5/2012
Im trying to create an outpost/weapons testing lab so im trying to put the story mode viking and tanks, etc but when i go to place it instead of being place it just turns in a different anyone know how to fix it
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Aranel #836
Aranel
4/28/2012
How the hell do you make the ai work In the editor? I went to the player properties and i couldnt change the start location? How do you do that and also how do you Make them work in a test of the editor and a publish of the edited map? HELP!!!!!!! ME PLEASE HELP ME!!!!!!!
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Luminosity #903
Luminosity
5/3/2012
Setup AI script in this order:
"Player - Set player 2 difficulty level to Insane
AI - Set the target for player 2's attack waves to attack any enemies of that player.
AI Advanced - Initialize the AI for player 2
AI - Start the campaign AI for player 2"

I set the "attack waves to attack" out of convenience; I couldn't be bothered checking to see if the AI would actually send units with the base scripting alone.

I haven't figured out how to force the screen to start at the 'Start Location' yet, but you need to create a start location firs. Default hotkey is "P". Second button from the left sets start locations.
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DevilsCool #283
DevilsCool
7/27/2012
@Luminosity: In the triggers, for map initialization, just add pan camera to point over 0 seconds.
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camden #268
camden
4/28/2012
So many guides to read and so much to learn...
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Aranel #836
Aranel
4/28/2012
Uhhh How Do you get the Ai to work in a tes of your custom map? Do they only work when the map is published or does it work when you test the map you created? Or both?
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composure #200
composure
4/21/2012
One thing you forgot to add: Press shift+I to allow cliff merging before you add the helipad.
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longer #539
longer
6/19/2012
@composure: Thanks for the info composure, I've been banging my head for a hour trying to figher it out.
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Vergred #245
Vergred
8/27/2012
@composure: thanks! same as @longer.
and what does the shift+I does? it's a toggle for merging?

too bad it hasn't being added to the tut yet...
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myself #498
myself
1/16/2013
@composure: Thanks! same as above posters
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HighHemplar #685
HighHemplar
1/18/2013
@composure: Yes! Much thanks.
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ZergPraiser #965
ZergPraiser
4/15/2012
OMG, how the hell do you make AI work?!