Every one of these has actually killed a map. The numbers are the source's own, so you can point at one by number when describing a bug. #11 and #20 are absent because the source excludes them.
| 튕김 / crash | StarCraft shows an error dialog or the game exits. |
|---|---|
| EUD ERROR | An unsupported offset was accessed, usually a structure offset. |
| 드랍 / drop | Everyone else drops and the violator is left alone. This is a desync. |
| 멈춤 / freeze | The game stops responding. |
| 돌멘 / dolmen | A missing image renders as image #0. |
| #1 | A building straddling the map's outermost boundary crashes the game. · type not stated · Map-data placement hazards |
|---|---|
| #2 | NEVER let a building with HP set to 0 be constructed. · crash · Never via dat edits |
| #3 | NEVER set a unit's sight range above 11 (the unit's vision disappears). · type not stated · Never via dat edits |
| #4 | In Remastered, drag-multi-selecting unit-ized IDs 131 (Hatchery)–227 (gas) crashes (Terran buildings are fine). · crash · Map-data placement hazards |
| #5 | NEVER point an image at a script that requests a nonexistent frame (a BLANK frame indicates this). · dolmen · Never via dat edits |
| #6 | Build-size-0 units pushing against each other — reported harmless, but flag it. · type not stated · Map-data placement hazards |
| #7 | NEVER read or write an out-of-range array index (array overflow halts triggers at random places). Always bound-check indexes. · EUD ERROR · Never in generated code |
| #8 | NEVER dereference a variable that has not been assigned a valid ptr/epd value. · EUD ERROR · Never in generated code |
| #9 | NEVER dereference a ptr/epd that points to a unit that has died. Verify the unit is alive before access. · EUD ERROR · Never in generated code |
| #10 | NEVER give a unit an image script that lacks a destruction motion — sprites accumulate until the game crashes. · crash · Never via dat edits |
| #12 | The first black terrain tile (0,0) of Tileset Indexed in the Terrain Palette causes drops for some users. · drop · Map-data placement hazards |
| #13 | NEVER fire shared (synchronized) actions from a non-shared (local) condition — e.g. local click / chat / key detection driving shared actions. This desyncs the game. · drop · Never in generated code |
| #14 | NEVER let ghost-class units (IDs 1, 16, 99, 100, 104) with the single-entity property checked disappear (trigger Remove/Kill or combat death all crash). Known fix: cafe.naver.com/edac/126815. · type not stated · Never via dat edits |
| #15 | NEVER leave a button set's requirement string empty (0 / None). (64-bit, crash) In the btn_set / SETBTN CSV the requirement strings are fields 7-8 (enastr, disstr); any disableable button (actval != 0, i.e. train/tech) MUST have a nonzero disstr — always-enabled command buttons (actval == 0) are exempt. · type not stated · Never via dat edits |
| #16 | NEVER modify, remove, or destroy the MSQC detection unit's data (default: Terran Valkyrie) with EUD writes. · type not stated · Never in generated code |
| #17 | NEVER set a unit's current HP above its max HP via struct offsets (probabilistic crash; buildings crash via the burning/bleeding motion). · type not stated · Never in generated code |
| #18 | NEVER change the collision size of pre-placed units via EUD — it crashes when they touch another unit. · type not stated · Never in generated code |
| #19 | A building placed pre-lifted in the editor breaks MSQC (buildings lifted by triggers in-game are fine). · type not stated · Map-data placement hazards |
| #21 | NEVER attach a subunit to units other than: the 3 race workers, the 3 race gas buildings, neutral gas resources, Tank, Goliath, Wraith, Vessel, Battlecruiser, and the Unused archon-hit-image entries. · type not stated · Never via dat edits |
| #22 | NEVER force-change a unit's owning player (offset 0x4C) via struct offsets if that unit can later be removed or destroyed. · crash · Never in generated code |
| #23 | NEVER modify the max HP of a unit while it is being hit by a nuclear strike. · crash · Never in generated code |
| #24 | NEVER add a shield to a unit whose image has no shield script (crashes when attacked). This happens ONLY when the image's iscript has just the two entries Init and Death — so to validate this hazard you MUST inspect the image's script entries first; an image with more entries is safe. · crash · Never via dat edits |
| #25 | NEVER let a unit with turn radius 0 stop while moving (fix: make it a flyer and use the noAirCollision function). · crash · Never via dat edits |
| #26 | NEVER alter the Tank's turret subunit if the siege-mode button can be pressed. · crash · Never via dat edits |
| #27 | NEVER write a loop whose condition stays true forever (e.g. `while(true)` without a guaranteed break) — the game freezes. · freeze · Never in generated code |
| #28 | NEVER use production-queue detection on a building that can produce units (unit indexes accumulate and cause "cannot" errors). Known fix: cafe.naver.com/edac/93719. (crash or EUD ERROR) · type not stated · Never in generated code |
| #29 | NEVER use a give trigger on a Zerg Egg that is morphing a unit. · crash · Never in generated code |
| #30 | NEVER uncheck the "does not become Guard" AI flag on a building owned by a (human) player. · crash · Never via dat edits |
| #31 | NEVER call SetPName inside beforeTriggerExec() (it breaks the chatEvent plugin) — put it in afterTriggerExec(). · type not stated · Never in generated code |
| #32 | A Starport placed with the sprite Active/Disabled flag checked causes drops. Reference: cafe.naver.com/edac/95712. · drop · Map-data placement hazards |
| #33 | NEVER add sounds (wav/ogg) with Korean (non-ASCII) filenames when the map is compiled through euddraft. Use ASCII content-addressed MPQ paths. · type not stated · Never in generated code |
| #34 | NEVER put "stop reaver" / "stop carrier" buttons in a building's button set (pressing them on 64-bit crashes). · 64-bit, crash · Never via dat edits |
| #35 | NEVER tint building graphics green (crashes for specific buildings, e.g. Overmind, Daggoth). Reference: cafe.naver.com/edac/81406, cafe.naver.com/edac/108451. · type not stated · Never via dat edits |
| #36 | NEVER add an "is researched..." requirement to a tech if the owning unit can be clicked. · 32-bit, crash · Never via dat edits |
| #37 | NEVER set a unit's portrait to Talking Portrait (clicking the unit crashes). Reference: cafe.naver.com/edac/112700. · crash · Never via dat edits |
| #38 | Hundreds of stacked Arbiters + any unit cloaking/decloaking nearby freezes (probabilistic); a worker carrying the Khalis crystal passing by also crashes. Reference: cafe.naver.com/edac/112723. · freeze · Map-data placement hazards |
| #39 | NEVER set a non-Pylon building's AI to 164 "Initing Psi Provider". · crash · Never via dat edits |
| #40 | NEVER use image script 181 "Pylon" on a unit that a give trigger will touch. · crash · Never via dat edits |
| #41 | NEVER uncheck the "does not become Guard" AI flag for Overlord, SCV, Drone, or Probe — computer-owned ones crash on death. Reference: cafe.naver.com/edac/110886. · crash · Never via dat edits |
| #42 | NEVER set a unit's dimensions to 0,0,0,0. Reference: cafe.naver.com/edac/92015. · crash · Never via dat edits |
| #43 | NEVER configure a single-target "fly to target (1)" weapon whose projectile can reach a second target before the first. · crash · Never via dat edits |
| #44 | A building-flagged unit using a non-building graphic that stays in the fog of war causes drops (door-type units leave building-like afterimages). Reference: cafe.naver.com/edac/114919, cafe.naver.com/edac/130913. · drop · Map-data placement hazards |
| #45 | A unit with auto target-facing attack + flyer + high height + build size 0,1 + Missile Trap appearance overlapping another unit. · dolmen · Map-data placement hazards |
| #46 | A building placed outside the map bounds. · 64-bit, crash · Map-data placement hazards |
| #47 | No open air space to place the map revealer (Terran Wraith). Reference: cafe.naver.com/edac/131642, cafe.naver.com/edac/131635. · crash · Map-data placement hazards |
| #48 | NEVER add any button to button set 228. · crash · Never via dat edits |
| #49 | Placing sprites of units that fidget while idle (Marine, Ghost, Kerrigan, ...) crashes ~2 s after game start. · crash · Map-data placement hazards |
Source: Naver cafe edac/91492, revision 2025-08-17. An edac/NNNNN reference is the article at cafe.naver.com/edac/NNNNN.
