Guys, I’d like to bring up a few points so we can discuss the limitations of the World Editor.
I’m planning to post this on the Blizzard forums, so I’m counting on you to add more ideas and improvements that need to be made.
They promised a new World Editor since the announcement of Reforged, but so far they haven’t even come close to delivering it. At the very least, they could have already removed some of the current editor’s limitations.
I’ve listed a few points, and I’d like you to add more suggestions. Let’s bring everything together to push for real change.
1. The Inventory ability should allow more than 6 slots. It should display 9 in the interface, with additional items accessible through an extra button, like a bag. I know there are scripts that simulate this, but it should be a native feature.
2. The number of Tile Sets should have no limit. We should be able to use all available tiles.
3. In the object editor, abilities in the Damage field should support damage formulas, allowing us to define calculations using variables created in triggers. It should also be possible to edit the type of damage they deal, not just “spell damage.”
4. When adding an AI-controlled player to a map, it shouldn’t require using a player slot or color. It should be possible to create a computer player with no color and customize it freely, without using player slots meant for human players.
5. A bug that needs fixing: maps larger than 60 MB cause desyncs and player disconnects when downloading in the lobby.
6. Map size: we should be able to create maps larger than 480x480. RPG maps need more space for long adventures and biome variety. Another solution would be allowing map transitions in multiplayer, like in campaigns, but with full access to trigger and object editor features.
7. Improve the loading speed of large maps — maps with many triggers and objects take too long to load. Accessing the player properties tab also becomes slow when there are many custom elements in the World Editor.
8. Increase the number of ability and command buttons available.
9. Increase the number of skills a hero can learn. Currently, it's limited to 5 in the object editor — this should be expanded.
10. Abilities like Life Steal, Critical Strike, and Evasion should also work with abilities, not just basic attacks.
11. The maximum unit movement speed, currently capped at 522, should be doubled or even quadrupled.
12. Add new natives, such as detecting when a unit is being healed or taking specific damage types (fire, frost, shadow, etc.).
13. Fix the water pathing issue — when using shallow water by lowering terrain, aquatic pathing persists even without a visual effect, causing water units to float on land.
14. Allow PNG or JPEG images to be used for loading screens, minimaps, and preview screens. It's lighter, more practical, and ideal for custom maps. Also, bring back map preview in the lobby.
15. Improve the World Editor interface, which has remained the same since 2002. Fix small fonts, improve object editor lists, allow custom folders for spells and units, and also in the asset manager. Allow deleting models along with their textures organized in folders.
16. Add the option for mapmakers to create additional currencies besides gold, for purchasing items and units.
17. Add the option to consume other resources besides mana to cast spells (such as rage, energy, runes, etc., inspired by WoW).
18. Add multiplayer cinematic triggers, so only selected players watch a cutscene.
19. Add the option to apply a buff directly to a unit, without needing to cast a spell.
20. Support JASS and Lua simultaneously in the same map.
21. Increase the item ability limit, currently restricted to 4. Allow up to 30 or more, or remove the limit entirely.
22. Fix Orbs, which don’t work with auto-attacks — only with manual attack commands.
23. Add an option to enable/disable auto-attacks, useful for espionage maps.
24. Add an option to include a suffix to item names in the object editor only, for internal organization, without changing the name shown to players.
25. Add a buff field similar to the unit point value field, to allow buff types to be identified through triggers.
26. Disable single-player cheats in custom maps.
27. Increase the player limit from 24 to 32 or even 48.
28. Add more accessible fields in the object editor, such as item gold and lumber cost, among others.
29. Skills with charges, so when the charges are finished they start their cooldown.
30. An important suggestion would be the addition of a native map protection system in the World Editor, allowing creators to lock their maps with a password and prevent unauthorized access. This would help protect the intellectual property of developers who want to keep their work safe.
31. Allow mapmaker to gain the level of enhancement in the object and trigger editor.
32. In addition, there could be an export option for a “playable-only” format, which cannot be reopened in the editor. This export mode could also automatically optimize the map by removing unused assets and compressing scripts, resulting in better performance and smaller file sizes without affecting gameplay.
33. Be able to change keybinds of abilities through triggers.
34. Be able to change icon of spells per unit basis without any shenanigans.
What do you guys think? I’m looking for more suggestions.
I want to start a strong movement of mapmakers to, at the very least, get a response from Blizzard.
I’m planning to post this on the Blizzard forums, so I’m counting on you to add more ideas and improvements that need to be made.
They promised a new World Editor since the announcement of Reforged, but so far they haven’t even come close to delivering it. At the very least, they could have already removed some of the current editor’s limitations.
I’ve listed a few points, and I’d like you to add more suggestions. Let’s bring everything together to push for real change.
- World Editor Limitations Removal
1. The Inventory ability should allow more than 6 slots. It should display 9 in the interface, with additional items accessible through an extra button, like a bag. I know there are scripts that simulate this, but it should be a native feature.
2. The number of Tile Sets should have no limit. We should be able to use all available tiles.
3. In the object editor, abilities in the Damage field should support damage formulas, allowing us to define calculations using variables created in triggers. It should also be possible to edit the type of damage they deal, not just “spell damage.”
4. When adding an AI-controlled player to a map, it shouldn’t require using a player slot or color. It should be possible to create a computer player with no color and customize it freely, without using player slots meant for human players.
5. A bug that needs fixing: maps larger than 60 MB cause desyncs and player disconnects when downloading in the lobby.
6. Map size: we should be able to create maps larger than 480x480. RPG maps need more space for long adventures and biome variety. Another solution would be allowing map transitions in multiplayer, like in campaigns, but with full access to trigger and object editor features.
7. Improve the loading speed of large maps — maps with many triggers and objects take too long to load. Accessing the player properties tab also becomes slow when there are many custom elements in the World Editor.
8. Increase the number of ability and command buttons available.
9. Increase the number of skills a hero can learn. Currently, it's limited to 5 in the object editor — this should be expanded.
10. Abilities like Life Steal, Critical Strike, and Evasion should also work with abilities, not just basic attacks.
11. The maximum unit movement speed, currently capped at 522, should be doubled or even quadrupled.
12. Add new natives, such as detecting when a unit is being healed or taking specific damage types (fire, frost, shadow, etc.).
13. Fix the water pathing issue — when using shallow water by lowering terrain, aquatic pathing persists even without a visual effect, causing water units to float on land.
14. Allow PNG or JPEG images to be used for loading screens, minimaps, and preview screens. It's lighter, more practical, and ideal for custom maps. Also, bring back map preview in the lobby.
15. Improve the World Editor interface, which has remained the same since 2002. Fix small fonts, improve object editor lists, allow custom folders for spells and units, and also in the asset manager. Allow deleting models along with their textures organized in folders.
16. Add the option for mapmakers to create additional currencies besides gold, for purchasing items and units.
17. Add the option to consume other resources besides mana to cast spells (such as rage, energy, runes, etc., inspired by WoW).
18. Add multiplayer cinematic triggers, so only selected players watch a cutscene.
19. Add the option to apply a buff directly to a unit, without needing to cast a spell.
20. Support JASS and Lua simultaneously in the same map.
21. Increase the item ability limit, currently restricted to 4. Allow up to 30 or more, or remove the limit entirely.
22. Fix Orbs, which don’t work with auto-attacks — only with manual attack commands.
23. Add an option to enable/disable auto-attacks, useful for espionage maps.
24. Add an option to include a suffix to item names in the object editor only, for internal organization, without changing the name shown to players.
25. Add a buff field similar to the unit point value field, to allow buff types to be identified through triggers.
26. Disable single-player cheats in custom maps.
27. Increase the player limit from 24 to 32 or even 48.
28. Add more accessible fields in the object editor, such as item gold and lumber cost, among others.
29. Skills with charges, so when the charges are finished they start their cooldown.
30. An important suggestion would be the addition of a native map protection system in the World Editor, allowing creators to lock their maps with a password and prevent unauthorized access. This would help protect the intellectual property of developers who want to keep their work safe.
31. Allow mapmaker to gain the level of enhancement in the object and trigger editor.
32. In addition, there could be an export option for a “playable-only” format, which cannot be reopened in the editor. This export mode could also automatically optimize the map by removing unused assets and compressing scripts, resulting in better performance and smaller file sizes without affecting gameplay.
33. Be able to change keybinds of abilities through triggers.
34. Be able to change icon of spells per unit basis without any shenanigans.
What do you guys think? I’m looking for more suggestions.
I want to start a strong movement of mapmakers to, at the very least, get a response from Blizzard.
Last edited: