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HiveWE - World Editor 0.10

HiveWE

Visit project page

HiveWE is a fully custom 3rd party world editor. It's completely separate from the original editor and is open-source!

Features:
  • Open and view Warcraft III maps.
  • Terrain/Unit/Doodad/Pathing palettes with numerous options.
  • Ergonomic Object Editor
  • Improved Trigger Editor
  • Edit the pathing map directly!
  • Change the tileset to up to 64 tiles.
  • Manage your imports with folders
  • Edit global tile pathing
  • Edit map loading screen information
  • Import heightmaps
  • Jass/Lua support
Limitations
  • There can be some rendering differences compared to the game
  • The unit palette is quite limited
Required for running HiveWE:

HiveWE 0.10 - 2026/05/18

Thanks you @BogdanW3 and Super.Skill for your contributions in this version!

Performance Improvements
  • Map loading is now much faster. My Reforged test map went from 32s to a whopping 4s load time.
  • Map rendering is now also much faster. Frame rates more than doubled. Check out MDX Rendering if you're interested in the technical details.

Added
  • Gameplay constants editor
  • Asset manager
Showing all imported game files and their usage. Useful for deleting unused files or finding out which unit/doodad/ability is using it
  • Map resizing. Thanks @Super.Skill!
  • Improved terrain palette. Thanks @Super.Skill!
- You can now directly add/remove water and change its height.
- Ramp editing is now added and enabled!

Fixed
  • Sometimes TRIGSTR_xxxx would be visible in the object editor
  • Doodad palette height input didn't allow decimals
  • Fixed some unit fields not being properly saved
  • Changing tilesets wouldn't update the terrain palette
  • Newly added tiles couldn't be placed
  • An incorrect doodad variation would sometimes be loaded
  • Display the correct stand animation. Thanks @BogdanW3


HiveWE 0.9 - 2025/12/14

Added

  • Global search menu that you can call anywhere by double pressing shift
    • Allows you to instantly search units, items, doodad, destructibles, abilities upgrades, buffs and common editor actions from anywhere
  • Ability insights directly in the Object Editor.
  • Render all teamcolors instead of always only red
  • The unit palette now checks if it can place the unit or whether there is another unit/doodad there

Fixed
  • Some models vertices/uvs would clip
  • Fixed AABB frustrum culling
  • Ability data fields weren't correctly written
  • Deleting a doodad with a large pathing map wouldn't clear the whole pathing
  • Sometimes the shortcut to switch selection mode wouldn't work
  • Even brush sizes (2, 4, 6, etc) didn't properly center around the cursor
  • Deleting/moving a doodad with large pathing wouldn't update the pathing properly

HiveWE 0.8 - 2025/10/20

Added

  • Toggle to hide click helpers
  • Billboard rendering
  • Revived trigger editor from an earlier build
  • Pathing map import/export

Fixed
  • HD (or other setting) toggle(s) didn't work
  • Water didn't load in HD (but is still non shader based)
  • Fix models clipping if they are too big
HiveWE 0.7

This version has been a long time coming and thus I forgot a lot of what I've changed. The list below should roughly encompass most of the changes.

Added
  • Reforged support
  • Lua support
  • Object Editor
  • Unit Palette
  • Unit/doodad animation support
  • Unit/doodad lighting
  • Reposition units by dragging
  • Reposition doodads by dragging
  • Doodad scaling UI
  • Select units/doodads in Palette/OE buttons
  • Shortcuts for opening palettes (same as regular WE)
  • Load proper tileset blight texture
  • Doodads follow terrain pitch/roll
  • Doodads properly scale and rotate

Changed
  • Improved reset camera shortcut to center on current location
  • Improved transparency rendering
  • Default theme is now Dark
  • Selection circle autosize for doodads/units

Fixed
  • Doodad palette is very buggy all around
  • Trees show incorrect texture
  • Unit fly height is ignored
  • Wrong sequence extents cause incorrect culling
  • Windows will stay open when main window is closed (Thanks insanity_ai)
  • Custom tilesets load in the wrong color format (Thanks TriggerHappy)
  • Object editor crashes in invalid race (Thanks TriggerHappy)
  • Boats don't float on water (Thanks insanity_ai)
  • Unit fly height incorrect above water (Thanks insanity_ai)
  • Water does not occlude objects (Thanks insanity_ai)
  • Stand sequence not properly detected due to case sensitivity (Thanks insanity_ai)
  • FPS does not match vsync (Thanks Triggerhappy)
  • RGBA water textures were treated as RGB (Thanks LazZ)
  • Doodad are sometimes placed too high/low (Thanks insanity_ai)
  • Lava cracks are black/green due to RGB/BGR mismatch (Thanks insanity_ai)
  • MPQ export misses files (Thanks danielsheartbeat)

HiveWE 0.6

Additions
  • Map script generation!
  • Improved Jass highlighting
  • Improved Jass autocomplete
  • Tabs in the trigger editor now configurable
  • Trigger comments shown and editable
  • Rudimentary find window in trigger editor
  • Move camera with arrow keys
  • Shortcuts for opening/saving maps
  • Improved doodad pathing placement
  • Cool application icon
  • Doodad copy and paste
  • Doodad positioning with numpad
  • Improved themes

Changes
  • Camera is now a trackball type instead of TP/FP hybrid
  • Camera drag now proportional to distance
  • Camera now changes with terrain height
  • Doodads height after terrain change now interpolated
  • Doodads now selected with one click instead of two

Fixes
- Clicking on minimap now moves you to the correct location

HiveWE 0.5
Additions
  • Minimap
  • Full undo/redo for terrain/pathing/doodads
  • Show destructibles pathing
  • Visiblity/Solidity flags for doodads
  • Pathing map preview for doodads
  • Cliff lighting
  • A functioning JASS editor (with some limitations)
  • Dark theme
  • Doodad palette functionality
Changes
  • Check for empty warcraft directory path
  • Default doodad palette to Trees/Destructibles
  • Tries to run on the fastest GPU
  • Now also shows RoC (.w3m) maps in the open map dialog
Fixes
  • Can now launch HiveWE while Warcraft is running
  • Deep water for terrain palette has proper height
  • properly applies water pathing

HiveWE 0.4
Additions
  • Warcraft 1.30 support!
  • Full BLP1 support
  • Loads the shadowmap file (implementation waiting)
  • Import a heightmap (PNG, TGA, JPG and many others)
  • Load and edit map information! (loading screen/description)
  • Trigger viewer! View GUI and JASS triggers
  • An option to disabled enforcing water height limits
  • Added an experimental doodad palette
Changes:
  • Now uses the OS temporary folder instead of the "Data/Temporary" folder
  • Greatly increased pathing map contrast
  • Trigger and Import editor window modality changed
  • Now uses a ribbon instead of the old menu
Fixes:
  • Properly set the pathing for water and blight
  • Tilesetter now properly enforces 16 tiles
  • The correct ground texture variation is now chosen
  • Properly scale units and items
  • Properly scale doodads
  • Saving now chooses the right target

HiveWE 0.3
Additions:
  • Warcraft 1.29 support
  • Added a Tile Pathing setter
  • Added a Terrain Palette.
  • Added an Import Manager
  • Now shows the pathing texture on cliffs too
  • Added a first person camera and allow switching between them
  • Added terrain shadows
  • Reset camera using CTRL + Shift + C
Changes:
  • Removed war3Patch.mpq from the hierarchy
  • Added deprecated.mpq (from 1.29) to the hierarchy
  • SLK loading is now roughly 4x as fast (improved map load time)
  • Hides the brush when palette is inactive
  • Some small quality of life improvements
  • Improved RoC compatibility for unit loading
  • Changed terrain rendering to support different ground texture sizes
  • Now remembers your last open/save location
  • Further increased rendering performance for doodads a lot
  • Now remembers your Warcraft 3 directory if you previously located it

Fixes:
  • Fixed tileset/map hierarchy order
  • Fixed loading items placed on the map
  • Fixed a bug with the terrain being off by one (64x64 became 63x63)

HiveWE 0.2
  • Instanced rendering for Doodads and Cliffs provide a massive speed upgrade
  • Added tooltips to all buttons
  • Centered brush on mouse
  • Some code refactoring
  • Added tilesetter
  • Fixed blocky pixels under oblique angles
  • Added terrain saving
  • Allow running multiple instances
  • Fixed tile variation bug
  • Fixed tile texture UV bug
  • Added unit rendering
  • Very rudimentary animation parsing and geoset hiding
  • Improved RoC file format compatibility
HiveWE 0.1
  • Initial release
  • Draws terrain and doodads
  • Editing the pathing map

Technically a Warcraft installation is not required since the editor relies only on the game CASC files. We cannot distribute these due to legal reasons. Just point the editor at the folder containing them when it asks and you should be good to go!

If you encounter any issue with HiveWE then do ask for help! You can post here, reach me on the Hiveworkshop Discord eejin#4240 or message me on GitHub.

Many thanks to Ghostwolf for without him I wouldn't have gotten anywhere near as far. Also thanks to the rest of the Hiveworkshop community for supporting the creation of this editor.

Backup your map before using HiveWE
Previews
Contents

HiveWE 0.10 (Binary)

Reviews
Retera
This is a state of the art open source World Editor that draws on all of the community's knowledge of how to make Warcraft III maps. This current build is great for drawing terrain and doodads -- and new features are clearly under active development...
Trying to load , but it refuses to select my Warcraft III installation. I keep selecting the folder but the dialog just pops back up. Must be incompatible with 2.0

I could only get it to work by selecting my 1.31 installation, and even then it just crashed trying to load a 2.0 map.
 
Trying to load , but it refuses to select my Warcraft III installation. I keep selecting the folder but the dialog just pops back up. Must be incompatible with 2.0

I could only get it to work by selecting my 1.31 installation, and even then it just crashed trying to load a 2.0 map.
Maps that are saved on 2.0. are INCOMPATIBLE with older versions.
Yet another example of how new Reforged update has a backward compatibility issues with older maps.
 
Maps that are saved on 2.0. are INCOMPATIBLE with older versions.
Yet another example of how new Reforged update has a backward compatibility issues with older maps.
maps are never assumed to be backwards compatible once you saved them, it was just that we haven't had any meaningful changes in a long time. 2.0 has many issues but backwards compatibility is your own issue, do version controlling and keep older versions saved in your drive.
 
No, I actually started the map on 2.0. I tried expanding it, but no matter what I do, it crashes if I mess with the map dimensions in any way.
 
Trying to load , but it refuses to select my Warcraft III installation. I keep selecting the folder but the dialog just pops back up. Must be incompatible with 2.0

I could only get it to work by selecting my 1.31 installation, and even then it just crashed trying to load a 2.0 map.
version 0.6 doesn't work with 1.32+, it's been this way for years, it's not changed.
 
First comment in 2025.

What language is the project written in? What is the development history and development difficulties?

Is there any development of compatibility with Ref2.0+? and what is the compatibility problem? with changing binary data?

Is it possible to create your own directories for units, abilities that are parsed for a regular editor when saving? And how often do errors occur at the current stage that crash the project?

It is very important to maintain the stability of the current project. What edits does HiveWE make to the map after which it can break?
 
First comment in 2025.

What language is the project written in? What is the development history and development difficulties?

Is there any development of compatibility with Ref2.0+? and what is the compatibility problem? with changing binary data?

Is it possible to create your own directories for units, abilities that are parsed for a regular editor when saving? And how often do errors occur at the current stage that crash the project?

It is very important to maintain the stability of the current project. What edits does HiveWE make to the map after which it can break?
Bogdan said that Reforged versions aren't officially supported with this tool. Nothing has been changed so far since the last update of this tool happened.
 
First comment in 2025.

What language is the project written in? What is the development history and development difficulties?

Is there any development of compatibility with Ref2.0+? and what is the compatibility problem? with changing binary data?

Is it possible to create your own directories for units, abilities that are parsed for a regular editor when saving? And how often do errors occur at the current stage that crash the project?

It is very important to maintain the stability of the current project. What edits does HiveWE make to the map after which it can break?
C++, it's on Github too as you could've seen from the description

The version on the main branch supports 2.0+. You can build it yourself if you'd like to play around. It's intended for more advanced users anyway so just compiling shouldn't be hard given the readme (unless you are trying to do it on linux or sth, although even there I didn't have much trouble)

The way "directories" are done in the regular editor provides no such capabilities. And no crashing errors really occur as far as I know.

Not sure what this question is meant to entail - a map saved with HiveWE is completely openable in the vanilla editor in the general case, and the only thing you ought to lose is custom pathing
 
Amazing tool for Terraining, the only world editor so far that doesn't cause my laptop to flare up. As a result, I have to spilt my triggers and terrain into separate programs.
 
For version 1.32+ you can try this build I made. It should be good for terraining, doodad placement and object editing. I need to fix the maps script generation for Jass but it works for Lua. So if your map is Jass you have to save it with the normal World Editor before playing it.
 

Attachments

For version 1.32+ you can try this build I made. It should be good for terraining, doodad placement and object editing. I need to fix the maps script generation for Jass but it works for Lua. So if your map is Jass you have to save it with the normal World Editor before playing it.
also for HD or is it only for SD?
 
I didn't notice this Editor before, i would like to ask few questions.

Would i able to make my make less laggy if i use this?
Would i still able to use/open my map in Wc3 world editor after i used this?
Would i able to do some GUIs the same as the world editor or even better?

I hope i could get my answers cause I'm down bad searching for a better alternatives to make my map less laggy when playing and other sorts of things.
 
I didn't notice this Editor before, i would like to ask few questions.

Would i able to make my make less laggy if i use this?
Would i still able to use/open my map in Wc3 world editor after i used this?
Would i able to do some GUIs the same as the world editor or even better?

I hope i could get my answers cause I'm down bad searching for a better alternatives to make my map less laggy when playing and other sorts of things.
Hey there!

It's a separate editor and it has much better performance.
Yes, it doesn't make the map incompatible with the vanilla world editor.
GUI triggers currently aren't supported for writing/creation, it's intended to be used by more advanced users who'd mostly write in code
 
It's been a long time since the previous release. It took a while as this is a big one and life happened, but I'm happy to make it available to all. We actually had a Reforged compatible build up and running within a week or two after Reforged was released which is already... five years ago. This version should be the first one where you might prefer HiveWE to do certain tasks like terraining and object editing. Go have fun!


Here is the (mostly complete) list of changes. I probably forgot a couple over the years. Many thanks to @BogdanW3 for his continued support!

HiveWE 0.7

Added
  • Reforged support
  • Lua support
  • Object Editor
  • Unit Palette
  • Unit/doodad animation support
  • Unit/doodad lighting
  • Reposition units by dragging
  • Reposition doodads by dragging
  • Doodad scaling UI
  • Select units/doodads in Palette/OE buttons
  • Shortcuts for opening palettes (same as regular WE)
  • Load proper tileset blight texture
  • Doodads follow terrain pitch/roll
  • Doodads properly scale and rotate

Changed
  • Improved reset camera shortcut to center on current location
  • Improved transparency rendering
  • Default theme is now Dark
  • Selection circle autosize for doodads/units

Fixed
  • Doodad palette is very buggy all around
  • Trees show incorrect texture
  • Unit fly height is ignored
  • Wrong sequence extents cause incorrect culling
  • Windows will stay open when main window is closed (Thanks insanity_ai)
  • Custom tilesets load in the wrong color format (Thanks TriggerHappy)
  • Object editor crashes in invalid race (Thanks TriggerHappy)
  • Boats don't float on water (Thanks insanity_ai)
  • Unit fly height incorrect above water (Thanks insanity_ai)
  • Water does not occlude objects (Thanks insanity_ai)
  • Stand sequence not properly detected due to case sensitivity (Thanks insanity_ai)
  • FPS does not match vsync (Thanks Triggerhappy)
  • RGBA water textures were treated as RGB (Thanks LazZ)
  • Doodad are sometimes placed too high/low (Thanks insanity_ai)
  • Lava cracks are black/green due to RGB/BGR mismatch (Thanks insanity_ai)
  • MPQ export misses files (Thanks danielsheartbeat)
 
It doesn't open for me for some reason. i have installed all the required files and have warcraft 3 1.31.1 (I don't have 2.0)
For HiveWE 0.7, you need Warcraft 2.0.3+ or the game's CASC files to run it. For your Warcraft 3 version, you can use HiveWE 0.6, but it has less features, and the issues that were fixed in 0.7 remain.
 
Last edited:
Is it possible to enable HD assets in editor? The checkboxes don’t seem to work :(
Idk about this problem. Maybe BogdanW3 can help.

It doesn't open for me for some reason. i have installed all the required files and have warcraft 3 1.31.1 (I don't have 2.0)
Pretty much what Elprede said. It's only for the recent Warcraft 3 patch (2.0.3). If you have 1.31.1, you need an older builds of HiveWE, which lacks several features and bugfixes.

As a last resort, if you have an older versions of WC3, try sticking to JNGP/WEX instead, which are unsupported.
 
To keep myself from only releasing every couple years, I've decided to do more but smaller releases.

HiveWE 0.8

Added

  • Toggle to hide click helpers
  • Billboard rendering
  • Revived trigger editor from an earlier build
  • Pathing map import/export

Fixed
  • HD (or other setting) toggle(s) didn't work
  • Water didn't load in HD (but is still non shader based)
  • Fix models clipping if they are too big
 
Ehm, i edit the map via this editor and then i open it with 2.0.3 vanila editor and pathing map is not present. How should i deal with it?
The vanilla world editor will overwrite the pathing map you've created in HiveWE upon saving. Right now you would have th extract the war3map.wpm file to keep around and put it back in after you've saved it with the vanilla WE. You can use a tool like MPQEdit for this. I will improve the user experience of the pathing tool in the future.
 
Ive made a map on the latest wc3 editor/game version
then found this looking for a better we, but when i try to run test my man, it just stays at the wc3 home screen, no signs of errors or crashes other than that
For reference purposes:

If you want to load map files in Reforged you have to pass this kind of DRM check first, which requires logging into Battle.net with an account that has the license (can be either ROC CD-Key or Reforged) every a month, even if you start the game and immediately exit afterwards.
 
For reference purposes:

If you want to load map files in Reforged you have to pass this kind of DRM check first, which requires logging into Battle.net with an account that has the license (can be either ROC CD-Key or Reforged) every a month, even if you start the game and immediately exit afterwards.
not sure if i get it, i have a paid version, and it runs just fine when testing on vanilla WE. What am i missing here?
 
Hey everybody! HiveWE version 0.9 is ready for release and it has some features that I think everybody will love. Thank you @Wselfwulf for the cool icon 😎 !

HiveWE 0.9

Added

  • Global search menu that you can call anywhere by double pressing shift
    • Allows you to instantly search units, items, doodad, destructibles, abilities upgrades, buffs and common editor actions from anywhere
  • Ability insights directly in the Object Editor.
    • The Ability Insight document was created by @ScrewTheTrees and further improved by the Warcraft 3 community to document the behaviour for different abilities such as when AI uses them, what negative values do and which don't work at all and much more. Click here for the original document. Changes made there will be reflected in the next HiveWE update so you can share your information with the whole community to make mapping better for everybody!
    • 1765670846880.png
  • Render all teamcolors instead of always only red
  • The unit palette now checks if it can place the unit or whether there is another unit/doodad there

Fixed
  • Some models vertices/uvs would clip
  • Fixed AABB frustrum culling
  • Ability data fields weren't correctly written
  • Deleting a doodad with a large pathing map wouldn't clear the whole pathing
  • Sometimes the shortcut to switch selection mode wouldn't work
  • Even brush sizes (2, 4, 6, etc) didn't properly center around the cursor
  • Deleting/moving a doodad with large pathing wouldn't update the pathing properly
 
Last edited:
Is this going to work on the old version of Warcraft ( I use the old one ) 1.27b?
The current version of HiveWE (0.9) only works on Reforged. The previous build (0.6) only works on Warcraft 3 1.31.

None of HiveWE builds are intended for older versions of Warcraft. 1.31 is bare minimum for using HiveWE.

If you want to stick with 3rd party WEs on 1.26/1.27, better use either JNGP or WEX. And keep in mind, those WEs are officially unsupported anymore due to some features being integrated into vanilla WE on the latest Reforged patch.
 
Hi, I need some help. I’m having a bit of a problem with HWE09. When I launch it via a shortcut, the program opens, then a white editor window appears, and it closes. What could be the issue? Has anyone else come across this?
There's one post right above yours. You might want trying that.

Other than that, it could be non-related to the program's issue, mainly Windows. I could be wrong.
 
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