• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
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Spotlight: HiveWE 0.10 now available!

Archian

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HiveWE: The Open-Source Warcraft III World Editor Reimagined

For years, Warcraft III modders have relied on Blizzard's classic World Editor to bring their ideas to life. While legendary in its own right, the original tool has always carried technical limitations and a dated workflow. Enter HiveWE, a fully custom third-party World Editor developed by eejin. Built from the ground up to modernize the Warcraft III mapping experience.

Unlike modifications of Blizzard's editor, HiveWE is a completely independent application and is fully open-source, giving the community both transparency and the opportunity to help shape its future.

A Modern Mapping Experience

HiveWE allows creators to open and edit Warcraft III maps through an intuitive interface packed with quality-of-life improvements. It features dedicated Terrain, Unit, Doodad, and Pathing palettes with extensive editing options, an ergonomic Object Editor, and a significantly improved Trigger Editor.

Among its standout features are:
  • Direct pathing map editing
  • Folder-based import management
  • Global tile pathing editing
  • Loading screen customization
  • Heightmap importing
  • Full JASS and Lua support
  • Way faster loading times (32s -> 4s on a sample map)
  • Renders your whole map at 120 fps
  • Improved editing palettes
  • Directly edit water height
  • Brushes of size 1000+
  • Doodad variation control
  • Unified global search (double shift)
The editor also introduces conveniences that veteran mapmakers have long wished for, such as integrated asset management and gameplay constants editing.

HiveWE 0.9: Faster Workflows, Smarter Editing

Version 0.9 brought several major additions designed to streamline map creation.
A new Global Search Menu, accessible by double-tapping Shift, allows users to instantly search units, abilities, items, doodads, destructibles, buffs, upgrades, and even common editor actions from virtually anywhere.

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Another highlight is the integration of Ability Insights directly into the Object Editor. Built upon the extensive community documentation spearheaded by ScrewTheTrees and expanded by countless Warcraft III enthusiasts, this feature provides valuable information about ability behavior, AI usage, hidden mechanics, and engine quirks.

The update also improved the Unit Palette by displaying all team colors instead of only red and added intelligent placement checks to prevent overlapping units and doodads.

Numerous technical fixes addressed rendering issues, pathing inconsistencies, editor shortcuts, and brush alignment problems.

HiveWE 0.10: A Massive Performance Leap

The latest 0.10 release represents one of HiveWE's biggest upgrades yet.

Performance has seen dramatic improvements, with some large Reforged maps loading in just 4 seconds instead of 32. Rendering optimizations have also more than doubled frame rates, making work on large-scale projects significantly smoother.


New features include:
  • Gameplay Constants Editor for easy balance adjustments.
  • Asset Manager, displaying imported files and where they are used, making project cleanup effortless.
  • Map Resizing, allowing creators to expand or shrink their worlds without external tools.
  • A redesigned Terrain Palette with direct water editing and adjustable water heights.
  • Full Ramp Editing support.
In addition, numerous bugs affecting object data, terrain tilesets, doodad variations, animations, and editor displays have been resolved.

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Community-Driven Development

One of HiveWE's greatest strengths is its collaborative nature. Contributions from community members such as @BogdanW3, @Super.Skill, @Wselfwulf, and many others have helped shape the editor into what it is today.

The project's creator @eejin also gives special thanks to @GhostWolf and the Hive Workshop community, whose support and feedback have been instrumental throughout development.

Getting Started

HiveWE requires:
  • 64-bit Windows
  • OpenGL 4.5 support
  • Visual C++ 2022 Redistributables
  • Warcraft III version 2.0.3 or later
Technically, a full Warcraft III installation is not required, as HiveWE only relies on the game's CASC files. Due to legal restrictions, these files cannot be distributed with the editor, but users simply need to point HiveWE toward an existing Warcraft III data directory during setup.

As always, the developers strongly recommend backing up your maps before editing them.

The Future of Warcraft III Modding

HiveWE represents more than just another editor. It is a community-driven effort to future-proof Warcraft III modding. By combining modern performance, powerful editing tools, and open-source development, it offers creators a fresh alternative that respects the legacy of the original while pushing the platform forward.

For veteran modders and newcomers alike, HiveWE is quickly becoming one of the most exciting tools in the Warcraft III mapping scene.

Follow the development of HiveWE on it's project page:


COMING SOON

eejin teaser for things to come to HiveWE:

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Its so cool how the hive users are doing what Blizzard should be doing haha... Makes you question alot of things..

But, very cool.. I don't plan on making anything in WE for some time but when i do ill try this out for sure.

Would be cool as well if they added somehow the Hiveworkshops resource assets towards the editor so its much easier to import them instead of having to download each and every resource into your map.. that was always a pain of mine especially icons being if you have alot of custom ones in the map to import.
 
So when i Export the MPQ, the file it exports doesnt go to the folder I select, and when I do find it, its a 00kb file, whats the problem?
 
In World Editor, you can only choose the vanilla races, naga and neutral. Is it possible to create new races here to organise the new units you want to create?
It would be possible to organise them this way, but one should be careful.

Race field actually has gameplay implications. For example, it determines which build ability workers get, which "On Fire" mechanicals and structures get. Demon race cannot be healed by holy light; neutral units handle levels differently and so on.

While possible, organising units by race might cause some unintended effects. However, being able to create custom folders (rather than creating new races) would be a nice feature.
 
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