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StarCraft II Editor

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The StarCraft II Editor (also known as "Galaxy Map Editor") is the map editor for StarCraft II. It was made publicly available starting in the beta in April 2010. Including modules enabling the editing of Data fields, Triggers and Terrain, the StarCraft II Map Editor improves upon its predecessor, the World Editor from Warcraft III, in every way.

All our StarCraft II development tools are in your hands. When you install the free StarCraft II Starter Edition, you also get the StarCraft II Editor (theres a shortcut in your Start menu). Fire it up, make your own maps and mods, and share them with the world (...). If you want to learn more about how to get the most out of the editor, check out the tutorials below.
Blizzard, ()

Blizzard Tutorials: Getting started[edit]

To fully understand the SC2-Editor, you will need time and basic programming skills (IF ... else). However, getting started is easy. Blizzard created a tutorial, which will create a new Map from the scratch. It is strongly recommended to start with these tutorials before you want to create your own Map (or Mod).

Terrain Module
Our first map making tutorial introduces you to the ins and outs of the StarCraft II editor’s terrain module.
Trigger Module
Learn to use the Trigger Module by creating Triggers to handle victory, defeat, and scripted in-game events.
If you want to play your map online with other players, or if you want others to be able to use your mod in their maps, it must be published to Note: A "Starter Edition" will not do. You need to buy SC2 to publish Maps or Mods.
Data Module
In this tutorial, we will go over ways to modify existing data including modifying unit health, armor, starting energy, adding and removing existing abilities to units, and modifying weapon firing rates and damage.
Actor cheats
This tutorial is not needed in the beginning. You need a basic understanding, what "Actor" means (SC2-Editor). You may choose to fully understand all other tutorials. With Patch 1.4.0, modders can now use actor cheats to create and manipulate actors on the fly while running a test map from the editor. This is useful for quickly testing ideas without having to set up data or execute triggers.
Missile Movers
This tutorial probably is not needed in the beginning. Missiles are typically used to configure missile-based attacks, but the underlying motion can also be used to drive a reaper's body when it jumps or a spine crawler's tentacle when it attacks.


Every mission within the Campaign was created by using the SC2-Editor. You can open every Campaign Map and check out every aspect (Terrain, Triggers, Regions and so on) of it.


  • All unit abilities will be data driven, enabling great freedom when designing unit abilities.
  • Every game database file is exposed for modification. The trigger editor features the ability to define custom functions and libraries.
  • Galaxy maps are capable of holding thousands of triggers, locations and doodads. It will make all the triggers in the program available to mapmakers.


  • Climate graphical effects will be available in the map editor.
  • The map editor will support text color.
  • Lightning effects can be adjusted.


  • A number of tile sets will be available, such as wasteland (Mar Sara), volcanic (Char), twilight (Shakuras), space platforms, jungle and desert. A few new ones will also be available, such as a new Shattered City tile set.
  • Terrain can be mixed and matched; you can define your own tile set in the editor. The terrain textures can be blended, so that a jungle can smoothly transition into a desert. Doodads such as traps can be freely added to any tile set. Maximum map size will be fixed at 256 x 256 and sizes of 32 to 256 are available. Map size can be artificially restricted by controlling the camera, preventing units from entering "off-screen" terrain or building there.
  • Water (and lava) levels are adjustable.
  • There is no auto-mirror function.


  • Unit coloring and neutral units will be supported in the editor. Blizzard is adding and modifying unit models which will not even be in single-player to make them accessible to models.
  • Many of the units and abilities that may not end up in the final version of the game, will still be accessible by modders. However, units that have been cut completely from the game will not be in the editor.
  • Some single-player-only units will be in the map editor. The tauren marine will be in the map editor.
  • Units can be "attached" to other units, and units can even be used as special attacks (for instance, modifying spore crawlers to launch banelings as an anti-ground attack).
  • Heroes can carry items in StarCraft II UMS maps through the use of a toggle, and can carry more items than heroes in Warcraft III.
  • Blizzard will try to ensure that heroes and units can also gain experience in Galaxy,[10] although this ability will likely not be available in the campaign or standard multiplayer games. This will enable map styles such as Defense of the Ancients to be reproduced in StarCraft II.
  • Map makers can define any number of custom attributes for a hero, based on their level.[26] However, the UI can only display three attributes.
  • The footprint of structures can be adjusted to whatever the editor desires (such as "square" buildings).[7]


  • The UI can be customized, but it is not a user-friendly process. The files are externalized, and while they can be edited, there will not be support for that.
  • The map editor is being designed to handle third-person shooting maps.
  • Blizzard was able to design an old-fashioned "Lost Vikings" top-scrolling space shooter game within the editor.
  • The map editor can create new HUDs, quest interfaces and dialogue. It even supports "mouselook", so moving the mouse influences the player's view.


  • Upgrades can be extended arbitrarily, and can be modified using triggers.
  • Custom races are supported, even with melee maps.
  • There will be support for one more resource.
  • The AI will be script-driven and completely exposed. It will attempt to analyze data and see what the player is doing without "cheating", instead scouting.
  • The entire zerg reveal trailer was made in the level editor, including the Blizzard logo.
  • "Wrap-around" maps can be made, so that units that walk off one edge will appear on the other side. However, they cannot exchange shots.
  • Story Mode Space is all done in the map. Heroes from Story Mode can appear in-game, and in-game units such as the Thor can appear in Story Mode.
  • Information can be stored in "banks", such as characters, which can be moved from map to maps and games.
  • All information for maps will be stored within the map file (such as sound files). Mods can be made available as a single mod pack.

Galaxy Language[edit]

The editor features a proprietary scripting language called Galaxy based on C, but users will also have access to the more user friendly Trigger Editor which will allow beginner and intermediate map designers to make advanced maps without having to learn the scripting language.

Galaxy will not be object-oriented, but most of the functionality is based on modifying game objects.

Triggers will be able to "communicate" with each other. The editor supports custom function definitions; for instance, a map maker can create their own actions built up from actions (or custom script code) and use them in triggers.

Galaxy features a "garbage collection" system which will prevent memory leaks.