Caution: When using a corsair hero (Raszagal) or the extra hero HT (alderis), remember that they use the same attack damage variables as their regular counterparts (normal corsair and Tassadar HT, respectively), so changing one will also change the other. The only known way to get around this is to set the starting attack upgrades higher/lower for the different players who use them (protoss ground attack and protoss air attack, respectively.)Frankly, I think we need to revise some of the tips there are right now. Some seem to have spelling/grammar issues, inaccurate or incomplete, or else just seemingly opinion rather than solid fact, like a few of those telling you what you
must do with your maps, etc.
EDIT- Ok, I'll give some specific examples:
QUOTE
Do not reveal strategy or secerts for your game in the mission breifing!
Generally good advice, but if, say, you have a long briefing, you might want to reward the players for actually reading it by putting strats or tips in it, for instance. Plus 'secerts' and 'breifing' are typos.
Or...
QUOTE
Cool trick: Pylon glows and zerg creep are both placable in a map editor. Either Starforge or SCMDraft work well for this. They will only be asthetic, though, as they are placed as sprites and won't function in the game. The pylon glow, though, could be used to produce a nifty "heavenly" or "underwater" effect, if used correctly!
Should be...
QUOTE
Cool trick: Pylon glows (sprites) and zerg creep (terrain tiles) are both placable in a map editor. Either Starforge or SCMDraft work well for this. They will only be asthetic, though, and won't function like they normally do in the game. The pylon glow, though, could be used to produce a nifty "heavenly" or "underwater" effect, if used correctly!
And maybe this...
QUOTE
Triggers owned by All Players and the Forces run separately for each player at different times!
Could use more clarification...
QUOTE
Triggers owned by All Players and the Forces do not run for entire group entity at once, but seperately for each player part of that group. This is the same as setting the player owners of the trigger to each individual player (1-8) part of that group.