I'm in dire need of a map protector... jesus... First, I got ProEdit 1.1, which screwed my strings, then I got TogiKon Protector, which massively increased map kb size, and then I got Map Protector, which I can't work due to "Old Mpq" or dead "Import".
Someone give me a sign!!!
If you dont got sounds, try starforge.
I'm trying to find a decent protector for the DLDB, but theres none in sight.
Why aren't you making one then ;P
Dunno how hard it would be though...
I know nothing about opening MPQ's and editing them for protection. I can do it manually thru hexing, but other than that...
Then we should make a video tutorial on how to hex your maps, for those who don't have any idea that it even existed before

You know what... thats not a bad idea at all... i would definatly love and even use the tutorial on how to manually hex a map for protection.
But if he shows you how to manually hex it then you can probably unhex it.

Both SCMtoolkit and GUEdit support map protection.
I usually use GUEdit,some people say it offers a best level of protection than other protectors,but it's the same for me.
Well hexing is still one-way, no? It's just that, at one step of the map, you have to do YOUR own part to hex your map... I mean, you can't end up with 3846386 ways to hex your map, there's one way to do it and then it up to anyone else... no?
If not, sorry, bad idea xD
Starforge is the same as GUEdit's protection btw.
Uh... no its not.
SCMtoolkit and GUedit are both vunerable to SCU, but starforge isn't.
You're Wrong.
Actually starforge protection is unprotectable (if that's a word). Go ahead try it, I just did. It would have to be similar to either of the previous protection methods, and that was the point I was trying to make in my previous post.
Now i only have 1 question about ALL this.
Ok here it goes:
What the hell is hex a map?
Opening a map with a hex editor and changing some variables. Modifying different ones will result in different effects such as player colors.
AHHHHHHHH........ I still dont get it.
Its too advanced... its a whole new number system.
You know how our current number system has 10 possible digits? (0, 1, 2, 3, 4, 5, 6, 7, 8, 9).
Hex has 16 (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, E, F, G)
Basically, in simple terms, hex code ids the actual machine code of a file, and we're just modifying it so that StarEdit and map unprotectors can't unprotect it. Although in order to make it unprotectable, you'd have to have a unique style of editting the map.
I think that would be harder for him to understand. For me, atleast.
Now, I don't know anough about Hexing, cor correct me if I'm wrong...
Think of hexing this way...
the map is put into text, each symbol(i.e. 1, a, 7) meaning something. Like something might mean the color that player so-and-so will be. You modify or add or delete or whatever some bit of text and that makes it so that SE doesn't know how to understand it, but StarCraft DOES.
I hope that's good enough, and correct.