I have no idea what their source is, but this appeared on SC2Mapster around this time yesterday. I believe there is an ongoing Beta test of what they are calling the Arcade, which, if I'm not mistaken, is the Marketplace that Blizzard have been wanting to implement since Wings of Liberty. Someone somehow managed to get what you see below.
Personally I'm highly interested in the StarTools, for all the discussion that's been going on lately promoted by BlinkBoy. They say advanced users can use Discreet's 3dsMax plugin, but then they say it allows people to easily get models into SC2. I'm not sure if it's a language trick here, but it sounds a bit contradictory.
NOTE: The information contained in here is not official and is subject to change.
Sc2 has been split into "melee" and "arcade", and maps must be in either the melee maps or custom maps list, NOT both
Major improvements made to custom games system- games now have reviews, patch logs, tutorial support, ratings, and much more (read the full list below for details)
Major improvements made to the editor, including a re-worked UI for the data editor, a cinematic editor, an AI editor, a 3DS max plugin, a far improved trigger debugger, a new physics engine, and more.
Sc2 Battlenet menus improved
Instead of "single player and multiplayer" we have "starcraft 2 and arcade"
Custom maps must be either "starcraft" or "arcade". They cannot be both. This means that melee-oriented games (like 1v1 Obs, or straight-up melee maps) will be separate from non-melee custom games
Players can search for games based on genre, overall popularity, star rating, newness, and recent spikes in popularity.
Players create an icon for their games, which will be what players see in the arcade list (sort of like the apple app store)
Clicking on a game icon brings players into the Game Info page, a section devoted entirely to showing off what a game is all about, providing play instructions, and revealing other important information about the game.
All the content in Game Info is under control of the game creator, except for reviews of course.
Joining public matches and creating private games is done from the Game Info page. This will be the portal players return to again and again to play the game.
The game info page will contain the following sections, all of which you will set up
Overview: This will contain the game description, as well as screenshots that show off the action.
How to Play: This is where players will find the Basic Instructions, How to Win, and Advanced Instructions sections. You can also include images.
Patch Notes: You’re able to update patch notes as often as you like, so players can see how the game is growing and improving.
Reviews: After playing, players can give your game a star rating and enter a text review. Once enough ratings are provided, your game gets an average score to let players get a general idea of quality.
Star Rating. Players can also mark each other’s reviews as “Helpful” which will ensure that the best reviews rise to the top.
Tutorials are supported! Players can attach a separate map file that will be a tutorial for players. This will allow you to set up a tutorial mission specifically for new players.
Games have their own chat-channels automatically, allowing your players to jump into a chat easily
The Sc2 Platform
Sc2 is now a streaming game
This means it will only be necessary to download a fraction of game data to get into the action
Added UI XML Editor for adding and modifying SC2Layout files
Editor updated to use Visual Styles in Editor
Added high resolution minimap support
Font Style editing added to Text Editor
Added Data Editor horizontal auto-layout to better utilize available screen space
User-defined data system, accessed through the new User type in the Data module as well as the corresponding functions in the trigger library.
New editor module with powerful tools for creating in-game cinematic sequences (not many changes from what we saw of it during blizzcon)
New editor module for user friendly management of AI wave timing and composition
Much easier to set up AI, instead of just using clunky trigger commands
Trigger Debug Window support for breakpoints, stepping through functions, and variable inspection
Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used
Added support for passing structure, array, and function references as function parameters
Improved Galaxy error message output
Camera Actor added for controlling camera through actor events
Scene Actor added for controlling global actor settings (Halo settings, Power visual hiding)
Light Actor added for creating lights in the world
Terrain Actor added for physics impact FX support
Creep Actor added for higher performance creep effects including creep engulfment
Ragdoll deaths and support for combat driven physics impulses
Added support for water ripples and physics collision based water splashes
Terrain squib support for tileset specific dust or snow clouds FX
Line and Arc targeting cursor support
Added ActorInfoDisplay cheat for live actor debugging
Game Engine Improvements
Max unit selection size increased from 255 to 500
New trigger event for Behavior apply/remove
New Stunned flag for Behaviors that allows queuing commands
Added support to define lighting regions in the game world
Lighting can now be set per player
Added unit specific Halo support for pre-targeting
Custom unit status bar support added
Added new in-game pathing display that shows the path a unit will take on the minimap
Added self-cast hotkey support
Added Font Glow support
Added powerful control over frames, portraits, status bars, text, trigger dialogs and more. Full details, tips, and tutorials are being created to help creators take full advantage of these tools.
Blizzard is releasing their company art tools to the community
StarTools is a set of plugins for Discreet®'s 3ds max®, these tools allow advanced users to create, modify, and quickly preview models and animations, including particle and ribbon effects, that can be used in StarCraft II custom maps.
This means you can quickly and easily get models created and added to sc2
Updating your map for 1.5
You do not need to do this for your maps yet, since this is only a closed beta
All game types
Set up your Type and Genre
Games published prior to Patch 1.5 will still be available on the service when the patch goes live. All user created games will default to appearing in Arcade, under the “Other” genre.
Creators will need to re-save their game in the 1.5.0 client version and select the Type and Genre where they want to their game to appear.
Arcade game types
Add a Game Icon Image
The icon image is the first thing players see. It’s a great opportunity to make a first impression on potential players - check out existing app-stores for inspiration.
Game Icon Images are added through the StarCraft II Editor.
Add Game Info
Game Info is where players learn about your game and see what cool experiences it has to offer. At a minimum, you’ll want to provide a complete Description, easy to understand How to Play Instructions, and some screenshots that make your game look awesome.
Going a step further and creating customized images (e.g. a diagram of game controls, or a simple guide map of the play area) for Game Info will really help you stand out. The old saying about “show not tell” should be your motto here!
Game Info is added through the StarCraft II Editor
Set up a default mode
From the Game Info page, there’s a big “PLAY” button that most players will use to get into your game. This creates or joins a public lobby, of the default mode you define for your game.
Alternatively, some games have players set up gameplay parameters after they load into the match. This is fine, but it’s recommended to make the setup process as streamlined and user friendly as possible so new players aren’t scared off right when they start the game.
This means you likely want to set the default to what you consider your “core” game experience.
Build a Tutorial
Tutorials can also be built and used as a practice mode for players to experiment in a sandbox type environment.
To use the Tutorial feature, first publish the tutorial map to Battle.net. Then you can configure your main game to point to the tutorial.
What was really good in War3 was having that Magos War3 model editor that allowed you to use 3ds max or Milkshape or even blender, then do the rest texturing, team color, particles in it. If such tool is made it would be great. Me for example and others, who don't want to use 3ds max and simply want to export some other software models to M3 without having to go through 3ds max can't do that (which so far I already learned as I had no other choice but that's like the only reason I keep 3ds max on the PC).
I find it nice that the game types are separted, everyone will be at their right place without having to mix melee with custom. Though who would care about melee cg when HotS brings enough ladder opportunities. You need to be a distinguished mapmaker to be invited, to me it bears no interest to see it early - it is enough someone to show.
OneTwoSC that made many tutorials about the editor gives a little demo:
"Galaxy script code memory limit increased; 4x -10x more memory can be utilized depending on how scripts are being used"
This will make a LOT of people happy. I know like 90% of map makers gave up on SC2 because of this one limit. Maybe it will bring life back to the custom map community now that its getting so much larger.
Current Projects - Skibi's TD Redux WC3 to SC2 conversion Current