Map Making Tools
The three programs behind almost every EUD map. They do different jobs and are used in order — build the map, add EUD features, then compile it.
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ScmDraft 2
The map editorWhere the map itself is made: terrain, units, locations, forces and classic triggers. It is also where you rename units, which matters for save/load — the death-counter names you enter on SCRMaps must match this unit list exactly, or the generated script will not build.
Start here. Everything else operates on a map this produces.
Download ↗stormcoast-fortress.net - 2
EUD Editor 3
The EUD layerOpens a finished map and adds EUD features to it. Two sections matter for save/load: TE (Trigger Editor), where the generated EPScript goes, and Plugin, where the key table and eudTurbo go. It is also what compiles and protects the final map.
This is where you paste both blocks SCRMaps generates for you.
Download ↗github.com - 3
euddraft
The compiler EUD Editor 3 runs onNot a program you open or use directly. EUD Editor 3 calls it to turn EPScript into the trigger data StarCraft actually runs, and it supplies the plugins the save/load system depends on — MSQC, which captures typed keys, and eudTurbo, which makes triggers run often enough to keep up with a player typing a code.
Download it first, then point EUD Editor 3 at it. The editor asks you to set the euddraft path the first time you open it, and cannot build anything until you do.
Download ↗github.com
How they fit together
Download euddraft first and set its path when EUD Editor 3 first opens — the editor will not build without it. Then make the map in ScmDraft 2, open it in EUD Editor 3, and paste the EPScript into TE and the plugin settings into Plugin. Nothing here runs alongside StarCraft — the finished map is a normal .scx file.
Need a save/load system for your map?
SCRMaps generates one for you, with a leaderboard, from a list of the values you want to save.
