Know this toturial is extracted from blizzard's support folder, which alike 85% of people dont know it.
This toturial will explain what each button does, and each object editor jobs and stuff.
This toturial was improved by me as well as sorted.
1)Map Creation and Settings
2)World Editor Features and Navigation
3)World Editor Menus
This toturial will explain what each button does, and each object editor jobs and stuff.
This toturial was improved by me as well as sorted.
1)Map Creation and Settings
Creating a New Map
You can create a new map by selecting the option New in the File menu. You will then be given several options from which to choose:
Width - Determine the length of your map along its x-axis. This number can be any whole number from 16 to 256.
Height - Determine the length of your map along its y-axis. This number can be any whole number from 16 to 256.
Playable Area - The area of your map that is actually playable. These values cannot be adjusted directly; they are determined by the width and height, minus area reserved for boundary.
Size Description - The relative size of your map. This can be: tiny, small, medium, large, huge, and epic.
Tileset - This field allows you to modify what your initial tileset will be when you create your map.
Initial Tile - This field tells you what tile will cover your map's terrain when you begin. The default tile can be changed by clicking on any tile in the tileset you have chosen.
Initial Cliff Level - Set the starting level of your map's terrain. For example if your map starts at cliff level 14 (the highest), the terrain cannot be raised any higher. If you start at cliff level 0, the terrain cannot be lowered.
Initial Water Level - The initial water level of your map. If a water level is selected, your map will start covered by that level of water. Use the three buttons below this heading to set the default water level to None, Shallow Water, or Deep Water.
Random height field - Checking this option automatically raises and lowers the terrain, creating an uneven surface on your map when you begin.
Melee Versus Non-melee
A melee map in Warcraft III is one where the only player-owned units you place are starting locations, and there are no custom triggers, sounds, or units. The techtree properties and upgrade properties of your map have not been altered; if they have, your map is a non-melee map. You can, however, place doodads and neutral units. You can tell immediately if your map is a melee map or not by checking the lower right of the status bar.
Pathable and Unbuildable
Two concepts that you must understand when making both campaign and melee maps are pathability and buildability.
Pathability refers to what areas units can move through and around. For instance the Orc Hero Tauren Chieftain is a much larger unit than an Orc Peon and therefore requires more area than a Peon to move through and around objects and terrain. Peons can path through places that a Tauren Chieftain could not. You can see pathing by hitting the p key or by selecting Pathing from the View menu.
Buildability refers to where units and buildings can be placed. There are certain tiles where buildings may not be placed, such as rock tiles. However, other units may be placed there. For instance an uprooted Night Elf building may be placed on a rock tileset, but a rooted Night Elf building cannot.
Adjusting Your Map Properties
Your map's properties can be displayed and modified by selecting any of the first four options under the Scenario menu: Map Description, Map Size and Camera Bounds, Loading Screen, and Prologue Screen.
Name - Here you can name your map.
Suggested Players - List what types of games and configurations your map works best with (e.g., 2v2, 2v2v2v2).
Description - Here you can tell players what to expect from your map.
Author - Give your name or your handle.
Expansion Required - Lists all expansion only features that are being used in your map.
Reset Map Description to Defaults - This option resets all four text fields to their defaults.
Hide minimap in preview screens - This prevents players from looking at an open map in the preview screens. When this option is checked, the minimap cannot be seen when in chat or when it is selected to create a multiplayer or single-player game.
Masked areas are partially visible - Areas in which the player hasn't traveled will be somewhat translucent to that player, rather than completely opaque (Black Mask), though far darker than the Fog of War. This option is referred to as Dark Mask.
Show water waves on cliff shores - Where water meets sharply defined land, waves will be visible.
Show water waves on rolling shores - Where water meets smoothly sloping land, waves will be visible.
Use Item Classification System - Enables the usage of the Item Classification System. Enabling causes items to be sorted into the following categories: Permanent, Charged, Power Up, Artifact, Purchasable, Campaign and Miscellaneous.
Use Terrain Fog - Enables fog properties. Different fog styles, shapes, density and color can be set.
Use Global Weather - Enables weather conditions over the entire map.
Custom Sound Environment - Enables the modification of generally all 3D sounds played during the game.
Custom Light Environment - Enables lighting conditions over the entire map.
Reset Options to Defaults - This option resets all four text fields to their defaults.
Map Size and Camera Bounds
This section allows you to alter your map's size and camera bounds. In the center of the dialog box you will see a minimap. The sets of arrows that surround the minimap alter the map from the side they are on. The numbers next to each arrow under the headings Camera and Map denote the size of your map's viewable area and the total size of your map in small grid squares.
The two checkboxes, Modify Map Bounds and Modify Camera Bounds, let you modify the total size of your map and the size of your map's viewable area, respectively. If neither box is checked, you cannot click on any of the arrows. If only one option is checked, then you will only modify that.
The two statistics to the right of the checkboxes, Playable and Full, give the playable area of your map and the actual size of your map in medium grid squares.
Use Default Screen - Use the default loading screen.
Use Campaign Screen - Use a campaign screen you have chosen for your loading screen.
Use Imported File - Allows imported files to be used as loading screens. Selecting Use Campaign Screen or this option will make the following fields available:
Loading Screen Title - The title displayed on your loading screen.
Loading Screen Subtitle - The subtitle displayed on your loading screen.
Loading Screen Text - Area for adding more text describing your map.
Reset Loading Screen to Defaults - Reset the loading screen to its default settings.
Use Default Screen - Use the default "Melee" prologue screen
Use Campaign Screen - Allows you to use a campaign screen you have chosen for your prologue screen. Selecting this option will also make the following fields available: Prologue Screen Title, Prologue Screen Subtitle, and Prologue Screen Text.
Prologue Screen Title - The title displayed on your prologue screen.
Prologue Screen Subtitle - The subtitle displayed on your prologue screen.
Prologue Screen Text - Area for adding more text describing your map.
Reset Prologue Screen to Defaults - Reset the prologue screen to its default settings.
Player Name - Here you can set player names.
Color - This is each player's color; these colors cannot be modified or reassigned.
Race - Choose the race of each player.
Controller - This option lets you set whether a player is computer controlled, user controlled, neutral, or rescuable. A rescuable unit will change its allegiance to the first player that comes into contact with it.
Fixed Start Location - This option forces the editor to give a player a certain starting location.
Reset Players to Defaults - Reset the players to their default settings.
Ally Priorities Properties
This section allows you to modify the precedence with which the game sets who will start at what starting location. It allows you to place teams together. For instance if your map is designed to be played by two versus two, you would want the two players of each team to start in locations next to one another. To ensure this, put same-force players into each other's High Priority section, and move all other players to the None section. The Low Priority category is evaluated after the High Priority category, but before the None category. To modify these properties, first check the box Modify Ally Priorities.
A force is similar to a team. You can put several players on the same force and make them start allied, with allied victory on, and even make the players share vision. To modify your player's forces first check the Use Custom Forces box. You can make people on a force have the following designations: Allied, Allied Victory, Share Vision, Share Unit Control, Share Adv. Unit Control.
Enabling Fixed Player Settings has several effects. It disables a player's ability to modify the race and color chosen in Player Properties. It disables a player's ability to alter any alliance, vision, and share unit settings. It also guarantees that the user will be assigned the first player slot when using the Test Map feature.
This section allows you modify what players can build what units. If there is a check next to a unit's name under the heading Available, that unit can be built. If the check box is empty, that unit cannot be constructed or trained. To alter the default techtree settings, you must first check the Use Custom Techtree box. (Please note that modifying this check box makes your map a non-melee map.)
This allows you to prevent a player or players from using certain individual skills. For instance, you can allow a player to build Sorceresses, but then disallow the skills Slow, Invisibility, or Polymorph. To alter these properties, you must check the Use Custom Abilities box. (Please note that modifying this checkbox makes your map a non-melee map.)
This section allows you to decide the state of a player's research at the beginning of the game. If an upgrade is listed as Researched for some player, then that player will start the game with that upgrade already researched. If an upgrade is listed as Unavailable, it cannot be researched. If it is Available, it can be researched. To alter these properties, you must first check the Use Custom Upgrades box. (Please note that modifying this checkbox makes your map a non-melee map.)
2)World Editor Features and Navigation
Navigating Your Map
There are many ways to navigate your map. You can move up and down or left and right by using the scrollbars or the arrow keys on your keyboard. You can also move around by right-clicking on your map and dragging. Alternatively, you can change positions by left-clicking the minimap and dragging.
Due to the three-dimensional nature of Warcraft III maps, you now have the option to zoom in on and rotate your map. You can zoom in or out by holding down the shift key and right-clicking and dragging on your map. You can rotate your map by holding down the Control key and right-clicking and dragging on your map. If you press the C key to lock the game camera, you can then use the game's conventions for zooming in and rotating.
The previewer is the box on the left side of your screen that allows you to see each unit or doodad you select before you place it on the map. You can rotate and zoom in or out relative to each unit or doodad by using the arrows buttons located underneath the previewer. You can also see each animation under the various lighting options available by clicking on the arrows next to the associated time of day.
With the Doodad Palette you can see all variations of a doodad in the previewer, and you can decide which variation you would like to place, provided you do not have Place Random Variation option checked. Once you've chosen a doodad to place in your map, you can see any available variations or animations of the selected doodad by clicking the up and down arrows next to the word Variation or the word Animation on the left side of the editor. If you do not have Random Rotation depressed, you can rotate the doodad you place by rotating it in the previewer.
Using the Unit Palette, you can see all the available animations for a selected unit by clicking the up and down arrows next to the word Animation on the left side of the editor.
The brush list is an alternative to the palettes. However, it only allows you to select the terrain, units, and doodads associated with the tileset you chose when you first created the map. For instance, if you choose Lordaeron Summer as your tileset, only the units and doodads that fall under that tileset will be available in the brush list. The brush list also doesn't offer some of the other features of the palettes, such as brush size, and random rotation.
The status bar is beneath the horizontal scrollbar at the bottom of the editor window; it provides you with information about what you are currently doing. It is divided into four sections from left to right.
The first section displays the current position in (X, Y, Z) coordinates of the cursor, and the current cliff level of the terrain the cursor is above.
The second section displays what brush is currently being used. If you are modifying terrain, it will tell you your brush size, shape, and what type of brush you are using. If you are modifying doodads or units, the status bar will tell you what doodad or unit you are placing. If you are modifying regions, the status bar will simply say "Regions." This section will also tell you if you have the selection brush active.
The third section shows what, if anything, is currently selected on your map. If you have an object selected, it tells you the object's name, the order in which it was placed on the map (e.g., Paladin 0000 was the first unit placed on the map; this number only applies to units), its four-letter code (if the object is a unit or doodad), its owner (if it is a unit), and its level (if it is a Hero, a creep, or a critter).
The fourth section tells you what game time the editor is currently displaying. This time can be a set, unchanging time, but its default setting follows the normal day/night cycle. This section also shows whether the map you are working on is a melee map.
The minimap displays the terrain, units, doodads, and regions placed on your map from an overhead perspective.
Show Neutral Building Icons - Enable this option to view the neutral buildings on the map as icons.
Show Show Creep Camp Icons - Enable this option to view the location of creep camps.
View Game Minimap - Enable this option to view the minimap without the border.
The preferences section can be accessed through the File menu.
Undo Limit - Enable this option to limit the number of actions taken in the editor that can be undone. This limit can be useful for systems with memory constraints.
Invert Mouse - Change what direction the map scrolls when you right-click and drag along it.
Autosave - Save your map automatically at set intervals.
Show Tooltips - Display tooltips in the editor.
Show verbose tips in unit palettes - Display verbose tooltips in the editor. Show Tooltips must be enabled if you want to use this feature.
Lock visibility for active palette - When this option is checked, you cannot modify the visibility status (via the View menu or through hotkeys) of the objects associated with the current in-focus palette. For example, you could not modify doodad visibility while the Doodad Palette is open.
Create a new map on start-up - Create a new map every time you start the World Editor.
Automatically create new palette windows - With this option selected, every time you hit a palette hotkey, a new palette will be created.
Automatically create new unknown variables while pasting trigger data - With this option selected, variables will automatically be created when triggers are pasted that contain unknown variables. Note: This does not include the "Set Variable" trigger as this trigger can reference all variable types.
Reset General Preferences to Defaults - Reset all general preferences to their default states.
Fixed Time of Day - Enable this option to have the editor always display maps at a certain time of day. You can then choose this time of day.
Sky display - Choose what sky is displayed when you turn on Sky in the View menu.
Tool Palette Button Size - Choose the size of the buttons on the palettes.
Large Grid Color - Choose the color of the large (512 x 512) grid boxes.
Medium Grid Color - Choose the color of the medium (128 x 128) grid boxes.
Small Grid Color - Choose the color of the small (32 x 32) grid boxes.
Terrain Wireframe Color - Choose the color displayed when the terrain is displayed as a wireframe.
Use Terrain Cursor - Choose the color displayed when the terrain is placed, or choose no cursor at all.
Reset Visual Preferences to Defaults - Reset all general preferences to their default states.
This section allows you to change the colors displayed associated with triggers in the Trigger Editor and Object Editor, making it easier to find and read them. Double-clicking on a trigger category in the list will display that trigger's associated color. You can select one a preset color from the list or select create a custom color by selecting the option Custom, then entering numbers for red, green, and blue values.
Reset Text Color Preferences to Defaults - Reset all text color preferences to their default states.
Difficulty Level - Change map's difficulty level when Test Map is used.
Player Profile - Change the profile name created when Test Map is used.
Difficulty Level - Change the difficulty level maps use when using the Test Map feature.
Fixed Random Seed - Makes all random numbers generated in the game the same.
Copied Map File - Change the location of the test map file created when using the Test Map feature.
Reset Text Map Preferences to Defaults - Reset all text color preferences to their default states.
Model Detail - Change the detail of the models in the editor.
Animation Quality - Change the quality of the animations in the editor.
Texture Quality - Change the quality of the texture in the editor.
Particles - Change the detail of particle effects in the editor.
Lights - Change the detail of light effects in the editor.
Match Video Options from Warcraft III - Set the video options in the editor to match the options in Warcraft III.
Reset Video Preferences to Defaults - Reset all video preferences to their default states.
Sound Volume - Modify the volume of sound played in the Sound Editor.
UI Effects Volume - Modify the volume for user interface sound effects.
Music Volume - Modify the volume of music played in the Sound Editor.
Reset Sound Preferences to Defaults - Reset all text color preferences to their default states.
3)World Editor Menus
New (Ctrl + N) - Create a new map.
Open (Ctrl + O) - Open a map.
Close (Ctrl + W) - Close an open map.
Save (Ctrl + S) - Save an open map.
Save As - Save an open map. This option allows you to change the map's name.
Calculate Shadows and Save - Create a shadow map, improving the shadows on your map in the game and in the editor.
Export Script - Export a World Editor script.
Export Minimap - Export a minimap image.
Export Strings - Export strings.
Import Strings - Import strings.
Preferences - Open the editor preferences.
Configure Controls - Edit World Editor shortcuts.
Test Map (Ctrl + F9) - Run the map in the game in order to test it.
Undo (Ctrl + Z) - Undo the last action done.
Redo (Ctrl + Y) - Redo the last action undone.
Cut (Ctrl + X) - Remove and copy the currently selected doodads, units, cameras, or regions.
Copy (Ctrl + C) - Copy the currently selected doodads, units, cameras, regions, or terrain.
Paste (Ctrl + V) - Paste the last doodads, units, cameras, regions, or terrain that you copied or cut.
Mirror Paste Vertically (Ctrl + numpad +) - Flip terrain, doodads, units, cameras, or regions being pasted vertically.
Mirror Paste Horizontally (Ctrl + numpad -) - Flip terrain, doodads, units, cameras, or regions being pasted horizontally.
Rotate Paste 90 CW (Ctrl + numpad *) - Rotate terrain, doodads, units, cameras, or regions being pasted 90 degrees clockwise.
Rotate Paste 90 CCW (Ctrl + numpad /) - Rotate terrain, doodads, units, cameras, or regions being pasted 90 degrees counter clockwise.
Clear (Delete) - Delete the currently selected doodads, units, cameras, or regions.
Select All (Ctrl + A) - Select all the doodads, units, cameras, regions, or terrain on the map.
Nudge Selection Move Left (Numkey 4) - Move left currently selected doodads, units, cameras, or regions.
Nudge Selection Move Right (Numkey 6) - Move right currently selected doodads, units, cameras, or regions.
Nudge Selection Move Up (Numkey 8) - Move up currently selected doodads, units, cameras, or regions.
Nudge Selection Move Down (Numkey 2) - Move down currently selected doodads, units, cameras, or regions.
Nudge Selection Move Left + Up (Numkey 7) - Move left and up currently selected doodads, units, cameras, or regions.
Nudge Selection Move Left + Down (Numkey 1) - Move left and down currently selected doodads, units, cameras, or regions.
Nudge Selection Move Right + Up (Numkey 9) - Move right and up currently selected doodads, units, cameras, or regions.
Nudge Selection Move Right + Down (Numkey 3) - Move right and down currently selected doodads, units, cameras, or regions.
Nudge Selection Rotate Left (/) - Rotate left currently selected doodads, units, or cameras.
Nudge Selection Rotate Right (*) - Rotate right currently selected doodads, units, or cameras.
Nudge Selection Scale Up (+) - Scale up currently selected doodads.
Nudge Selection Scale Down (-) - Scale down currently selected doodads.
Nudge Selection Scale Up XY (Home) - Scale up currently selected doodads on the XY axis only.
Nudge Selection Scale Down XY (End) - Scale down currently selected doodads on the XY axis only.
Nudge Selection Scale Up Z (PgUp) - Scale up currently selected doodads on the Z axis only.
Nudge Selection Scale Down Z (PgDown) - Scale down currently selected doodads on the Z axis only. View Selection in Object Manager (F1) - View currently selected units, doodads, regions or cameras in the Object Manager.
View Selection in Object Editor (Ctrl + F1) - View currently selected units or doodads in the Object Manager.
View Selection in Tool Palette (Ctrl+P) - View currently selected units or doodads in the Tool Palette.
Edit Properties (Enter) - Edit the properties of the currently selected doodads, units, cameras, or regions.
Move Up in List (Ctrl + PgUp) - Move currently selected region or camera up in the Tool Palette list.
Move Down in List (Ctrl + PgDown) - Move currently selected region or camera down in the Tool Palette list.
Select Next in List (Ctrl + Tab) - Move currently selected region or camera up in the Tool Palette list.
Select Previous in List (Ctrl + Shift + Tab) - Move currently selected region or camera up in the Tool Palette list.
Mirror Selection Vertically - Flip selected terrain vertically.
Mirror Selection Horizontally - Flip selected terrain horizontally. Rotate Selection 180- Rotate selected terrain 180 degrees. Rotate Selection 90 CW - Rotate selected terrain 90 degrees clockwise. Selection must be a square.
Rotate Selection 90 CCW - Rotate selected terrain 90 degrees counter clockwise. Selection must be a square.
Terrain (Ctrl + T) - Display terrain in one of three possible ways: textured, wireframe, or hidden. The wireframe option will show vertex heights, but no textures. Hidden will completely black out the terrain in the editor.
Doodads (Ctrl + D) - Toggle the display of doodads.
Units (Ctrl + U) - Toggle the display of units.
Unit Info Display (I) - Enabling this option causes certain units to be portrayed differently on the map. A unit whose target acquisition range is set to camp rather than normal will now appear dark blue in the editor. If a unit has been set to drop an item when it dies, a white circle will now appear around that unit in the editor.
Water (W) - Toggle the display of water.
Blight (H) - Toggle the display of blight.
Shadows (S) - Toggle the display of shadows.
Lighting (L) - Toggle the light cast on the world.
Weather (E) - Toggle the display of weather.
Sky (K) - Toggle the display of the sky backdrop.
Grid (G) - Toggle between four different sized terrain grids. The first option is to show no grid in the editor; this is the default setting. The second option displays 512x512 unit squares; the third option, 128x128; and the fourth option, 32x32.
Camera Bounds (B) - Toggle display of the camera boundary lines on the map. The camera bounds represent the center point of a camera moved to the extremes of the map.
Pathing - Ground (P) - Toggle the pathing map overlay on or off. A white overlay indicates unpathable, unflyable, and unbuildable terrain. A pink overlay shows unpathable and unbuildable terrain. A blue overlay indicates unbuildable terrain.
Pathing - Naval (N) - Toggle the naval pathing map overlay on or off. A red overlay indicates terrain that is unpathable to naval units.
Regions (Ctrl + R) - Toggle the display of regions. Regions are automatically displayed when the regions layer is selected.
Camera Objects (Ctrl + M) - Toggle the display of camera objects from the Camera Palette on or off. Camera objects are automatically displayed when the camera layer is selected.
Lock to Game Camera (C) - Pan the editor camera to match the in-game settings, and lock the editor camera in that position.
Letterbox Mode (X) - Enable this option to change the map view to the same aspect ratio of the game without the UI pane. The main purpose of letterbox mode is to allow mapmakers to see precisely what will be viewable in the game.
Snap to Game Camera (Ctrl + Shift + C) - Change the camera settings to match the in-game settings, but do not lock them. Note that clicking the middle mouse button also performs this action.
Terrain (T) - Change an open palette to the Terrain Palette. This option allows you to modify terrain.
Doodads (D) - Change an open palette to the Doodad Palette. This option allows you to modify doodads.
Units (U) - Change an open palette to the Unit Palette. This option allows you to modify units.
Regions (R) - Change an open palette to the Region Palette. This option allows you to modify regions.
Cameras (M) - Change an open palette to the Camera Palette. This option allows you modify cameras.
Map Description - Modify the map's name, description, suggested number of players, and author as well as a listing of the expansion features used.
Map Options - Modify the maps environmental settings and toggle use of item classification.
Map Size and Camera Bounds - Modify the map size and camera bounds.
Loading Screen - Modify the current map's loading screen.
Player Properties - Set player names, races, and controllers. You may also decide here whether players have fixed start locations.
Ally Priorities Properties - Modify starting location priorities.
Force Properties - Set the starting player forces.
Techtree Properties - Set what units can be created for each player.
Ability Properties - Set what abilities can be researched, as well as what abilities are already researched, for each player.
Upgrade Properties - Set what upgrades can be researched, as well as what upgrades are already researched, for each player.
Selection Brush (Space) - Allow selection of objects depending on what the current layer is.
Brush Size - Change the current brush size. This option only applies to the doodads and terrain layers.
Brush Shape - Change the brush shape from circle to square. This option only applies to the doodads and terrain layers.
Randomly Rotate Doodads - Toggle random rotation of doodads.
Randomly Scale Doodads - Toggle random scaling of doodads. There are four settings for this random scaling: symmetric, asymmetric, asymmetric Z-axis only, and asymmetric XY-axis only.
Modify Tileset - Allows you to switch tilesets or modify the current tileset.
Random Groups - Allows you to set up random groups of creep that will spawn in chosen locations.
Item Tables - Manages all the item drops for the current map.
Gameplay Constants - Allows you to modify of gameplay constants.
Game Interface - Allows you to modify of the game interface.
Reset Height Field - Resets the terrain to its default height, if you don't check the Random box. If you do check the box, then this resets the terrain to its default height plus or minus some slight height variations.
Adjust Cliff Levels - Increases or Decreases the height of all terrain and objects by a selected amount.
Replace Tile - Allows you to replace all placed tiles of one type with another.
Replace Cliff Type - Allows you to replace placed cliff types with another.
Replace Doodads - Allows you to replace doodads of one type with another. This can be done to all doodads, or only selected doodads.
View Entire Map - Sets the camera so that all of the map can be viewed at once.
Reset Texture Variations - Redraws all ground textures with the default distribution of randomly chosen texture variations.
Enforce Water Height Limits - Enforces normal rules of water height. If this is unchecked, you can create strange effects with levitating water; however, you might also end up with some nasty graphical glitches. Use this option with caution.
Enforce Camera Bounds - Enforces the camera bounds which are the blue lines just inside of the map border. If this is unchecked, camera objects can be moved beyond the camera bounds.
Terrain Editor (F3) - Change the focus to the Terrain Editor.
Trigger Editor (F4) - Change the focus to the Trigger Editor.
Sound Editor (F6) - Change the focus to the Sound Editor.
Object Editor (F7) - Change the focus to the Object Editor.
Campaign Editor (F5) - Change the focus to the Campaign Editor.
AI Editor (F8) - Change the focus to the AI Editor.
Object Manager (F8) - Manages and cross-references all doodads, units, items, regions, and triggers currently in your map.
Import Manager (F8) - Manages imported files.
New Palette - Open up a new palette window.
Show Palettes (A) - Toggle whether or not you can see all the currently open palettes.
Toolbar - Toggle display of the toolbar.
Minimap - Toggle display of the minimap.
Previewer - Toggle display of the minimap.
Brush List - Toggle display of the Brush List.
(Map List) - Switch between currently open maps.
Warcraft III World Editor Help - Display help about the World Editor.
License Agreement - Display the End User License Agreement.
About Warcraft III World Editor - Display version number and copyright information.