There is one map editor left: ScmDraft 2. X-tra Editor and StarForge stopped being updated long ago, do not match how maps are made now, and are not compatible with ScmDraft.
Do not use SEditor because it is in Korean. It has fewer features than ScmDraft and does not interoperate properly with current versions - more than a few people have lost an entire map to it.
For ScmDraft 2 the newest build is not the right answer. The recommended version is 2019.04.21(W).
| 최신 버전 | Korean inside triggers breaks, and Korean-named units cannot be referenced in a trigger. |
|---|---|
| 2019.04.21(W) | Recommended - but it has no custom player colours and no string extension. |
| 호환 방향 | A map made in a newer build will not open in an older editor. Moving up is hard to undo. |
TrigEditPlus has a v2.0 as well, and v1.0 is the one to use. Installing it is two files into the ScmDraft folder - Memory.lua into lua, TrigEditPlus.sdp into plugins. When it has worked, TrigEdit++ appears under the Triggers menu.
For its code retention, TEP automatically inserts an EUD trigger on Player 8 every time it compiles. In a map that is not using EUD you have to delete it from the classic triggers - and deleting it resets the retention. The retained files live in %AppData%\TEP v1.0.
| EUD Editor 0.8.72 | The old one. Easiest for viewing EUD as TEP triggers, but limited. |
|---|---|
| EUD Editor 2 | Wider than 1. Without a specific reason, use this over 1. |
| EUD Editor 3 | The one to use if you work mainly in epScript or eudplib rather than TE, or you need SCA. |
| EUD Draft | Applies plugins and your edits to the map. Always use the newest build of this one. |
StarCraft moved its data from mpq to CASC in patch 1.23, which is why the first thing to do in ScmDraft is press Edit and set the profile up before Launch.
