SC2 Map Editor MCP
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@SC2 Map Editor MCPOpen the map file and list its components"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
SC2 Map Editor MCP
An MCP server that lets a coding agent inspect and edit StarCraft II maps and mods by manipulating their file contents directly, instead of driving the Galaxy Editor UI.
Status: pre-release. Most of PLAN.md is implemented, with the gaps stated
explicitly rather than glossed. Read Current capabilities, or ask
a running server via sc2_get_server_info — that is the authoritative answer for a
particular build and machine.
Current capabilities
The server reports this itself via sc2_get_server_info — that is the authoritative
answer for a running build. As of now:
Subsystem | Read | Write | Notes |
Workspace staging | ✅ | ✅ | Unpacked document directories only |
Component inventory | ✅ | ⚠️ |
|
GameData catalogs | ✅ | ✅ | Search, inspect, resolve inheritance, find references, patch/clone/create/delete. Own document only — dependencies are not loaded |
MPQ archives ( | ✅ | ✅ | Byte-identical round trips on real ladder maps, and maps packed here open in the editor — see docs/native-helper.md |
Galaxy scripts | ✅ | ✅ | Parse, symbols, syntax diagnostics, safe text patching. No type checking — needs the game's natives. Requires the vendored toolkit to be built |
Triggers | ✅ | ⚠️ | Structure, names, search. Renaming only — structural editing deliberately not implemented |
Localization | ✅ | ✅ | Text tables, preserving BOM and CRLF exactly |
SC2Layout | ❌ | ❌ | Phase 10 |
Placed objects / regions | ✅ | ✅ | Both are XML, not binary. Place, move, delete — round-tripped through the editor. Terrain height is not consulted |
Terrain | ⚠️ | ❌ | Descriptor only (tile set, dimensions, cliff sets). Bulk data reported by magic/version/size, never decoded |
Editor launch | ✅ | n/a | Opens a document in the Galaxy Editor; reads its logs. Automatic test-map launching is not provided — no reliable mechanism verified |
Why the gaps are where they are, and what "⚠️" means in each row: docs/capabilities.md.
Packed archives work end to end: an existing map opened from a .SC2Map, extended here,
repacked here, and opened in the Galaxy Editor loads as a real document, with the editor
resolving the added catalogs by name. Building the helper needs a C++ toolchain and the Windows SDK
(scripts/build-native.ps1); without it capabilities.mpq reports false and packed
archives are refused with a clear error.
Dependencies: local ones load, Blizzard's do not. A .SC2Mod directory beside your map
is indexed, and its objects become visible for inheritance and references - read-only, since
this server never modifies dependency archives. Blizzard's stock mods live inside the
installation's CASC store, which this build cannot read; they are reported as in-casc
rather than missing, because that is a very different thing from your map being broken.
Tools
Tool | Read-only | Purpose |
| yes | Versions, configuration, capability matrix, limitations |
| yes | Find StarCraft II without scanning the disk |
| no | Stage a document, get a |
| yes | Kind, counts, components, dependencies, diagnostics, known gaps |
| yes | Recover a |
| yes | Parse |
| yes | Name, author, mod type, icon, screenshots, dependencies |
| yes | Dependency chain in resolution order |
| yes | Reference table of component type codes |
| yes | Catalog domains present, with entry counts |
| yes | Find catalog objects by id, filtered by domain |
| yes | One object's own declaration, plus verbatim XML |
| yes | Effective values with inheritance, and where each came from |
| yes | What refers to an object, and whether it is shared |
| no | Field-level edits by path, with shared-object warnings |
| no | Copy an object under a new id, byte-for-byte |
| no | Add a new object, ideally with a parent |
| no | Remove an object; refuses while referenced |
| yes | Locales and text tables present |
| yes | Search a text table by key or value |
| yes | Read one localized string |
| no | Create or update localized strings |
| no | Remove localized strings |
| no | Copy strings between keys or locales |
| yes | Catalog objects with no display name |
| no | Open a document in the Galaxy Editor to confirm it loads |
| yes | List or read the editor's own logs |
| yes | The user's Maps folder, resolved through the registry |
| yes | Scripts in the document; flags the generated MapScript |
| yes | Read a script, optionally by line range |
| yes | Functions, variables, structs, includes |
| yes | Syntax errors with line and column |
| no | Exact-text edit, refused if it breaks the parse |
| no | Add a library, syntax-checked first |
| yes | The trigger tree with names resolved |
| yes | One element: type, name, contents, referrers, raw XML |
| yes | Find trigger elements by name |
| no | Rename an element (edits TriggerStrings only) |
| yes | Units, doodads, and points on the map |
| no | Place a unit, doodad, or point with the next free id |
| no | Move, rotate, or rescale a placed object |
| no | Remove a placed object |
| yes | Regions with their shapes |
| no | Add a region with the next free id |
| no | Move or rename a region |
| no | Remove a region |
| no | Append a dependency; later entries win in load order |
| no | Remove a dependency, matched by its |
| no | Set a single-valued |
| yes | Terrain descriptor plus binary component headers |
| no | Clone a unit with a name, stats, and its own weapon |
| no | Change one unit's damage without touching units that share it |
| no | Give one owner its own copy of something shared |
| yes | Would editing this reach beyond one owner? |
| yes | Every check this build has, per category, with unchecked ones named |
| no | Write the staged document out, with backup and preflight |
| yes | Unified diff against the source, or against a snapshot |
| yes | Change history, with the snapshot taken before each |
| no | Undo the most recent change |
| no | Pin a known-good state |
| yes | Snapshots held for a workspace |
| no | Roll the staging tree back to a snapshot |
| yes | Paginated listing of the staged tree |
| yes | Read one staged file (text, or base64 for binary) |
| yes | Literal substring search across staged text files |
| no | Delete the staging copy; source untouched |
The safety model
This is a program that edits your maps on a language model's instructions, so the defaults are conservative:
Your source is never modified.
sc2_open_documentcopies the document into a server-owned staging directory. Every edit lands there.sc2_commit_documentis the only way anything leaves it, and it refuses on three independent grounds — validation errors, the source having changed underneath you, and an occupied destination — each of which has to be waived separately.Paths are allowlisted. Nothing outside
allowedRootscan be read or written. Paths are canonicalised first, so symlinks cannot be used to escape.Nothing runs a shell. External programs are spawned with argument arrays, a timeout, and a trimmed environment. There is no "run this command" tool.
Unimplemented means unimplemented. A capability flag is only
truewhen the code exists and its backend is present on this machine. The server would rather tell you it cannot do something than guess.Shared objects are never edited by accident. Twenty units share one weapon. Asking to change "this unit's damage" clones the chain, rewires only that unit, and tells you exactly what it copied — unless you explicitly ask to modify the shared original.
Edits are lossless, previewable, and reversible. XML changes splice exact byte ranges, so everything outside the edit — comments, attribute order, CRLF endings, whether the file ends in a newline — comes out identical. Every mutation snapshots first, supports
dry_run, produces a unified diff, rolls back completely if any part fails, and can be reverted afterwards.
Requirements
Node.js 22 or newer (developed against 26)
pnpm 10
Windows, for anything involving StarCraft II itself. The core is cross-platform; editor integration is not.
Getting started
pnpm installpnpm run verifyverify runs lint, typecheck, build, and the full test suite — including an
integration test that spawns the built server as a real child process and speaks MCP to
it over stdio.
To read or write packed .SC2Map archives you also need the sc2mpq sidecar, which is
built rather than shipped — it is a native binary, and a committed one would carry the
build machine's paths. Fetch the pinned StormLib and compile it:
pwsh scripts/bootstrap.ps1 -Only StormLibpwsh scripts/build-native.ps1This needs CMake, the MSVC toolset and the Windows SDK; see
docs/native-helper.md, which explains what fails without them.
Everything except packed-archive support works fine if you skip it — capabilities.mpq
simply reports false.
Create a config file (see docs/configuration.md):
node apps/sc2-mcp-server/dist/main.js doctordoctor prints the resolved configuration, the detected StarCraft II installation, and
the capability matrix. It exits non-zero when the server would be unable to do anything
useful — for example when no allowed roots are configured.
Connecting an MCP client
The server speaks MCP over stdio. Point your client at the built entry point:
{
"mcpServers": {
"sc2": {
"command": "node",
"args": ["C:\\path\\to\\SC2EditorMCP\\apps\\sc2-mcp-server\\dist\\main.js"],
"env": {
"SC2MCP_ALLOWED_ROOTS": "C:\\Users\\me\\OneDrive\\Documents\\StarCraft II\\Maps"
}
}
}
}Repository layout
apps/sc2-mcp-server/ MCP protocol layer: tools, schemas, error translation, stdio entry
packages/sc2-core/ Domain layer: config, path guard, workspace staging, MPQ adapter
packages/sc2-test-utils/ Test fixtures and temp-directory helpers
native/sc2mpq/ C++ MPQ sidecar (StormLib), built separately
docs/ capabilities.md, sc2-formats.md, native-helper.md, galaxy.md
docs/adr/ Architecture decision records
vendor/PINS.json Pinned upstream sources (checkouts are gitignored)
scripts/ bootstrap.ps1 (fetch pins), build-native.ps1 (build the sidecar)
tests/ Cross-package integration testsThe layering rule (PLAN.md §4): tool handlers validate input, call a domain service, and translate the result. SC2 parsing never lives in a tool handler.
Licensing and content
MIT — see LICENSE. Trademark and third-party notices are in NOTICE.md; this project is not affiliated with or endorsed by Blizzard Entertainment.
No Blizzard assets, extracted game data, or copyrighted map content is included in this repository, and none will be. Test fixtures are project-authored placeholders — useful for exercising staging and transaction machinery, useless for validating format parsers, which must be checked against real editor output.
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