NOTE:
If you are having problems with the program, please refer
to the FAQ at the bottom, for questions I have been asked
and feel that others may have. If you have a new questions
which IS NOT on the FAQ, then email me at fernando2682@hotmail.com
with it and I'll try to add it if it is relevant.
"Ok,
what do I need!?"
Alright
first thing's first. You need to download the file
scm_toolkit_full.zip.
In this zip archive you will find all the files and programs necessary
to make stacked maps. In order for this editor to work properly,
you must have Starcraft v1.07 installed on your computer. This
editor WILL NOT work with the Brood War expansion set.
"How
can I get Starcraft 1.07 if I currently have 1.09 installed?"
This
one's easy, simply uninstall Starcraft from your computer (be
sure to save any maps you have downloaded by moving them out of
the download folder). Then grab the original SC CD and pop it
in the drive. Install Starcraft from the CD (but not BW!). In
the scm_toolkit_full.zip
that you have already downloaded (you DID download it didn't
you?) you will find 'Star_107.exe.' This is the patch that you
ned to apply in order to patch Starcraft up to version 1.07, the
ony version compatible with this editor. Simply patch it up, then
copy the folder to another location on your hard drive. After
this, you can ptch up the original folder to 1.09 and install
BW if you'd like but be sure that the folder containing the 1.07
version remains unchanged. This is the one you will be using to
modify maps.
"Ok,
what next?"
Well,
now that you have Starcraft patched up to verson 1.07, you need
to install the editor and the files that it needs to run properly.
Unzip the files 'Vb4.zip' and 'RunPack1.zip' from the archive,
and install both of these file packs. These are REQUIRED for the
editor to work. After doing this, unzip 'mpq2k_pack.zip' and 'ScmToolkit_mpq2k.zip.'
Put all the files from these two into your main Starcraft directory.
Don't worry if it tells you something already exists, simply overwrite
it.
"Alright
done, how can I start placing things where I want them?"
Well,
hold yer horses. Before creating any new map using this editor,
I recommend you do a little bit of planning and research as to
how you will like your minerals to be layed out. This will GREATLY
help you during the actual placing phase. Grab a pen and some
paper (grid paper works really nice) and begin to plan out how
you want your minerals and vespene to look in relation to you
starting locations.
"Ok,
I have my plan, what now?"
Alright
believe it or not, ALL of the actual placing of minerals, vespene,
and starting locaitons takes place using good 'ol StarEdit that
comes with Starcraft. Yep that's right, no modifications or special
programs here. Simply open up StarEdit, and design the terrain
of your map. After you have created all of the terrain and chosen
where you would like the bases to be is where the real fun begins.

Before
I go any further, let me give ya a little background on how SCM
ToolKit actually works. SCM ToolKit is not a placer at all. It
can in no way add any type of units, minerals, vespene, or starting
locations to any map.
"WHAT?!
It can't do that? Jeez! Then what the heck is it good for anyway!?"
Well,
here is where the real beauty of SCM ToolKit lies. SCM ToolKit
is a rearranger of objects. It can take any object on your
map, and change its location so that it is now somewhere
else.
"Oh
wow, whoop-tee-friggin-doo, that sure sounds useful!"
(Note the sarcasm)
Ah,
I see you're missing the implications of this. SCM ToolKit lets
you move objects ANYWHERE on a map. What it is commonly used for
is to place several mineral patches at the exact same location
on a map. This "stacks" the minerals in one patch and
while the player can only see one patch, there are really 5, 10,
or however many minerals patches you placed there. All your workers
can now mine the same patch AT ONCE, and the lengthy time travelling
to and from mineral patches is greatly minimized. As a matter
of fact, the best place to stack minerals would be directly next
to your starting location, meaning that workers can mine minerals
and deliver them to your base instantly after they collect
them. This now means that with a few wrokers, you will collect
INSANE amounts of minerals in miniscule time.

"Wow,
nice! I wanna start! Let me at it!"
One
more important thing. Before you begin to move things around in
SCM ToolKit, you need to first have placed all the players, mineral
patches, and vespene geysers that you want in the final map SOMEWHERE
on the map. The location where you placed them is truly arbitrary
because you will move it all around with SCM ToolKit anyway. Take
the following example:
Lets
say you are creating a 6-player map. You decided that each player
will have 4 vespene geysers and 20 stacked mineral patches. Before
you begin to modify the map with SCM ToolKit, you must place 24
vespene geysers (4 for each), 120 mineral patches (20 for each),
and the starting location for 6 players somewhere on your map
with regular StarEdit. Save this map, and then open it in SCM
ToolKit (be sure to close StarEdit first, they can't both be open
at once).
For
a good example of how you should place minerals, click here
for a screenshot.
"Uh
oh! I have a problem! I don't understand the (X,Y) coordinate
system used to place minerals! Help!"
Take
it easy now, I have a simple solution to all your problems. Let
me explain. First of all, have you ever noticed in StaEdit how
every item you place is placed at a certain (X,Y) coordiate? Simply
look at the bottom left hand side of the StaEdit window. As you
move your cursor around the screen, it displayed the current (X,Y)
coordinate of your cursor. The system used by StarEdit is nice
and simple, but maps really use a more exact system. In StarEdit,
everything is defined on a grid. Each square of the grid is 32x32
pixels in size.
Lets
say you want to place somethig at (2,2). What this means is that
you are really placing the objet at position (64,64). As you go
to move things around with SCM ToolKit, you need to enter the
coordinates in the exact pixel locations instead of these grid
locations. In order to simplify map-making, I created three versions
of the same program which greatly reduce the time required to
calculate the exact pixel locations based on the desired grid
location. These can be found in the 'Helper.zip' file.


First,
use Staredit to determine where you want to place the mineral
patch/vespene geyser/starting location. Then open up either the
first or second version of my program and enter the grid location
StarEdit gives. Be sure to specify whether its a mineral patch,
starting location, or vespene geyser, and *POP* you get the pixel
locations you should enter. For more detailed maps and to save
time, I created the third version, which includes spaces for all
8 players and 2 mineral locations per player.
One
warning, once you edit the map with SCM ToolKit, there's no going
back. You WILL NOT be able to re-open the map with StarEdit and
keep the mineral positions, only with SCM ToolKit. So if you change
your mind and want to add things instead of just rearrange them
and you had already rearranged say 100 different mineral patches,
StarEdit will give you an error and remove any stacked patches,
leaving single patches where they once were.

"Ok,
this all seems nice, but is so labor intensive! If I am stacking
8 players and 30 minerals per player, this turns out to be over
200 units!?"
Well,
that's true, it does tend get real big real fast the more patches
you want to stack. Up until now, there was nothing much you could
do about this. After all this time stacking the tedious way, I
have developed a small program that will *gasp* DO THIS ALL FOR
YOU!
"So
I don't need SCM ToolKit anymore?"
Not
really, this new program of mine will do all the calculations
and placing for you, but it needs to interact with SCM ToolKit.
In order for it to work, SCM ToolKit needs to be open at the same
time that you run my program. Detailed instructions can be found
within the program itself. See below to download it.
Mineral
Stacker v1.2: DOWNLOAD
HERE!
*
* *
* * *
* * *
FAQ
* * *
* * *
* * *
Frequently
Asked Questions
Q)
I was using SCMToolkit and following the tutorial but I can't
get it to save the map, like I move the minerals around but it
doesnt save the map!
A)
Make sure of a few things: Staredit is not open, there is a copy
of MPQ2K.exe in the folder containing the map, all the SCM ToolKit
and MPQ2K.exe files are in the main SC folder. This should solve
your problem.
Q)
When I go to open a map, it says "Could not find the chk
file, "staredit\scenario.chk" What do I do!?
A)
If its
giving you this error, then be sure that lmpqapi.dll is in the
main SC folder along with all the SCM ToolKit files. This *sometimes*
solve this problem. Another cause of this problem may be the map
name. Do you think that your map looks cool because it uses 1337
haxx0r letters, in the file name? Well, DON'T!! SCM ToolKit apparently
has a problem with these letters. Use standard alphanumeric characters
instead, and leave names like " •ÐëstrüctïvëFörcës•01.scm
" for until AFTER you have modified it with SCM ToolKit.
This is the MOST COMMON error that people recieve after attempting
to use SCM Toolkit, and unfortunately I am not entirely sure what
causes it. Since I didn't make the SCM Toolkit program, I can't
even begin to understand what the hecks going wrong. I solved
this error when I got it by making sure that lmpqapi.dll was in
the main SC folder along with all the SCM ToolKit files. This
however has not worked for a few of my friends, who have never
been able to solve this error. I don't know, try moving files
around, gl!
Q)
Wait a minute, when you say to put the files in the main SC folder,
do you mean the 1.07 folder? or the 1.09?
A) Whenever I mention "main SC folder",
I'm referring to the 1.07 folder. If you move files there and
it still doesnt work, feel free to try to move em into the 1.09
folder, this won't cause any problems with your existing 1.09
installtion, though I never had to do that to make SCM ToolKit
work.
Q)
When I try to load any map with SCM ToolKit, it gives me an error
saying Could not find MPQ archiver, "mpq2k.exe" I have
extracted all the files into the root starcraft directory, and
I double checked to make sure that mpq2k.exe was also there, what
can I do?
A) Well, you have to be sure that you place
a copy of MPQ2K.exe in the main SC folder, AND ALSO in the folder
that contains the map that you are going to modify. If for example
the map is in the \maps folder, be sure to place a copy of MPQ2K.exe
in the maps folder. That should eliminate this error.