Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: DESYNC IN 15 SEC
DESYNC IN 15 SEC
Jan 3 2026, 11:11 pm
By: BaticruiserP  

Jan 3 2026, 11:11 pm BaticruiserP Post #1



I've been stuck on this problem for hours, days, weeks—the incredibly frustrating desync—which happens to me precisely at the 15-second mark; other times it was at the 25-second mark. Anyway, I found a great map, made entirely in SCMdraft. It seems to be an older map from 2017. I downloaded it, tried it out, and it has a lot of potential, considering it's only made with SCMdraft. So I got to work and gradually modified the map, making minor tweaks to keep it playable, and everything was fine up to that point, until I decided to improve the gameplay by applying EUD2.

This is a Dota map in Starcraft, and I wanted to add some features to the heroes. The point, obviously, is to make it playable online. In short, what I mainly wanted was to add the Stimpack ability to the heroes, along with other features like damage, speed, air attack, and Zerg-like health regeneration. I worked a lot on EUD2 for nothing, because when I loaded the EUD onto the map and then tested it, playing it with my friend, we ran into the unfortunate desync issue, precisely at the 25-second mark, and in other tests, at the 15-second mark. Thus began my odyssey of exploring, breaking, testing, and modifying the SCMdraft map, map formats, and testing EUD3, but everything led me to the same problem: desync. Even an interesting final test involved inserting a completely empty EUD into the map, and it still resulted in desync. I researched various websites and forums, including a very comprehensive post here about it. Desync. And the theory I came up with after the various tests I did, especially the final one, is that if the problem isn't the EUD, then it could be the map?

Well, my friends, thank you for your attention. Please excuse me if I'm not experienced in this or don't fully understand the terminology, but I got really into this because I found the idea and the map very fun, and I was also driven by the desperation to find a solution to this desync problem with this map. I hope someone can help me and analyze it because I think I'm at my limit; my knowledge on the subject is limited.

I want to take this opportunity to send a big hello to my friend ZeigelApaza, a brother with whom I have fun modifying maps like these in our own innocent way, but always with enthusiasm and energy.

I've attached the original map.
I've also attached the final EUD that I wanted to insert to complete my idea.

Attachments:
contenido DOTA COMPLETO.rar
Hits: 1 Size: 195.2kb

Post has been edited 1 time(s), last time on Jan 3 2026, 11:14 pm by BaticruiserP. Reason: ready



None.

Jan 7 2026, 1:25 am Ultraviolet Post #2

We do a little trolling

Quote
And the theory I came up with after the various tests I did, especially the final one, is that if the problem isn't the EUD, then it could be the map?

Have you tried running the base non-EUD injected map with your friend to see if desync still occurs?

Also is your friend a mac user? EUDs unfortunately aren't very mac friendly.



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Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
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Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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