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Terrain - Overlays - Doodads - Initial Fog of War - Sprites - Locations - Units - Vision (fog of war) Preview - Copy, Cut, Paste - Map Properties - Triggers - Misc. A selection of screenshots demonstrating various aspects of starcraft mapping using ScmDraft 2. These are grouped by the map layer where these changes are made.







Editing the map's terrain Terrain Layer

Isometrical Terrain Placing isometrical terrain, type selected from the floating terrain palette (Top right, accessible via the windows menu). Isometrical Terrain

Square Terrain Placing square terrain, type selected from the floating terrain palette (Top right, accessible via the windows menu). Square Terrain

Tileset indexed Terrain Placing individual terrain tiles selected from the floating terrain palette (Top right, accessible via the windows menu). Tileset indexed Terrain

Copy paste Terrain Copy and pasting a rectangular area of the map. This only copied terrain, not underlying isometrical data. Copy paste Terrain

Copy paste Terrain Copy and pasting an arbitrary section of the map, previously selected with ctrl + mouse drag. Copy paste Terrain

Multiple open views Viewing the contents of two different maps at once, or two locations of the same map, allowing comparison or copy paste between the maps. Multiple open views



Terrain Layer



Viewing detailed terrain information Terrain Overlays

Building Placability Viewing which areas of the map may have buildings placed on them. The option is available in the 'overlays' panel on the left of the editor. The terrain palette also is displaying this information. This is automatically enabled when placing buildings Building Placability

Tile Height Viewing the height of each tile within the map. The option is available in the 'overlays' panel on the left of the editor. The terrain palette also is displaying this information. Tile Height

Microtile Height Viewing the height of each microtile. (Each tile consists of 4 x 4 microtiles, each of which is 8 x 8 pixels in size.) The terrain palette also is displaying this information Microtile Height

Unit movement Viewing where units may move on the map. (Each tile consists of 4 x 4 microtiles, each of which is 8 x 8 pixels in size.) The terrain palette also is displaying this information Unit movement

Pathing Preview Advanced Feature: Preview of the pathfinder regions, which are used by the game internally to determine how units move from point to point. Each region is outlined in yellow, with green lines connecting adjacent regions that the game considers connected, and red lines connecting regions that the game considers disjoint. Additionally the border between pathable and unpathable is displayed with a thin white outline. Pathing Preview

Pathing Preview Advanced Feature: Preview of the pathfinder regions, which are used by the game internally to determine how units move from point to point. Each region is outlined in yellow, with green lines connecting adjacent regions that the game considers connected, and red lines connecting regions that the game considers disjoint. Additionally the border between pathable and unpathable is displayed with a thin white outline. Pathing Preview

AI Town Areas Advanced Feature: Preview of thw town areas. These are areas the AI considers as a potential expansion site, with the center marked as well as an outline of all the mineral and gas sources which are included in the site. AI Town Areas



Terrain Overlays



Editing the map's doodads Doodad Layer

Placing Doodads Placing a doodad, selected from the floating doodad palette (top right, accessible via the windows menu)), or the doodad sub tree in the object tree (bottom left). Green outlines represent terrain which matches the doodad requirements, yellow (or red) outlines represent terrain which is not appropriate for the doodad. The 'Place Doodads Anywhere' option enables or disables this terrain check. Placing Doodads

Selecting Doodads Selecting multiple doodads in preparation for copy + paste or deletion. Selecting Doodads

Pasting Doodads Placing multiple doodads. Pasting Doodads



Doodad Layer



Editing the initial explored state Fog of War Layer

Place fog of war Configuring the player specific initial fog of war display, which indicates which terrain is explored at the start of a game. Press control while placing to change this for all players at once. Place fog of war

Copy/cut/paste fog of war Pasting the player specific initial fog of war display after copying it. Press control when placing to change the setting for all players. If fog of war is cut instead of copied it will default to unexplored. Copy/cut/paste fog of war



Doodad Layer



Adding non-doodad sprites to the map Sprite Layer

Adding sprites Adding unit sprites and pure sprites to a map. These may be selected using the sprite palette (not shown) or the sprite portion of the object tree at the bottom left. Adding sprites

Selecting sprites Selecting multiple sprites in preparation for copy + paste or deletion. Selecting sprites



Sprite Layer



Adding and editing locations Location Layer

Location Display Viewing locations present in the map in the location layer. Location Display

Copy Paste Locations Pasting a copy of an existing location. Copy Paste Locations

Resizing Resizing an existing location. Resizing

Location Properties Changing the properties of a location, which includes the name and whether ground or air units are affected by the location. Location Properties



Location Layer



Placing and editing map units. Unit Layer

Unit Selection Selecting multiple units in preparation for copy + paste or deletion. Unit Selection

Placing Resource Depots Placing a command center with comsat station. The ares which are too close to mineral sources to allow valid placement are displayed in bright red, while areas where buildings may not be placed are displayed in light red. Placing Resource Depots

Placing Units Placing multiple units, in this case SCVs. Placing Units

Selecting brush unit Selecting a building for placement using the unit palette (Accessible via the windows menu). Selecting brush unit

Unit Properties Changing the unit properties of the selected units. The selection in the dialog is shown on the map with yellow selection circles. Unit Properties

Unit Collision Boxes Displaying unit collision boxes, used for pathing and wall-ins. This option is available in the debug menu at the top right. Unit Collision Boxes

Unit Overlays Display of an approximation of the air attack range of player 5's units, with shading. Unit Overlays

Unit Overlays Display of an approximation of the ground attack range of player 5's units, without shading. Unit Overlays

Unit Animations All units are animated, such as the optional death animations for units removed from the map. Unit Animations



Location Layer



Viewing player vision range. Preview Fog of War Layer

Vision preview Preview of the actual in-game fog of war view of the current player's units, with the remaining map unexplored. Vision preview

Vision preview Preview of the actual in-game fog of war view of the current player's units, with the remaining map explored. Vision preview



Location Layer



Copy cut and paste map segments Copy, Cut, Paste Layer

Selecting objects Selecting a segment of the map to copy paste in the 'copy paste' layer, with layer set to terrain, doodads, sprites, and units. Selecting objects

Pasting objects Pasting the previously selected segment of the map. Pasting objects



Copy, Cut, Paste Layer



Changing basic and advanced map properties. Map Properties

Basic Settings Editing basic map settings such as the title, description, and player properties. Basic Settings

Force Settings Editing the force names, settings, and contents. Force Settings

Unit Settings Editing the map's custom unit settings, such as names. Unit Settings

Upgrade Settings Editing the map's custom upgrade settings. Upgrade Settings

Technology Settings Editing the map's custom technology settings. Technology Settings

Map Strings (Text) Editing individual text strings which are in use in the map, including changing text colors. The view may be filtered to quickly find a specific string. Map Strings (Text)

Map Sounds (wavs) Managing custom sounds imported into the map, and virtual sounds which are sounds which reference game data but do not take up space in the map. Map Sounds (wavs)



Map Properties



Classic (staredit - like) trigger editor. Map Triggers

Main window Main classic trigedit window. Select players to filter which triggers are shown. Main window

Trigger Window Editing multiple triggers at once. Trigger Window

Condition Window Editing a single condition of a trigger. Condition Window



Map Properties



Misc Dialogs

User Profile Editing the profile settings, such as where game data is located and the unit and sprite limits. User Profile

Debug log Advanced Feature: The debug log window, accessible in the debug menu, which displays detailed information if an error occurs. Debug log



Misc Dialogs







