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World Editor Limitations Removal

Level 6
Joined
Oct 31, 2011
Messages
101
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.




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. Add a native map protection system in the World Editor, allowing creators to lock their maps with a password and prevent unauthorized access.
31. Allow mapmakers to access and enhance the level of detail in both the object and trigger editor.
32. Provide an export option for a “playable-only” format that cannot be reopened in the editor, while also optimizing the map (removing unused assets, compressing scripts).
33. Ability to change keybinds of abilities through triggers.
34. Ability to change spell icons per unit without requiring workarounds.
35. Increase JASS line-limit from 256 to 512 or 1024. Useful for long strings such as tooltips, quests, or dynamic descriptions.
36. Add Template Strings, similar to sprintf in C or String.format in Java, for dynamic text formatting.
37. Improve compile times for maps with many triggers and systems.
38. Enable adding/removing bonuses and base values directly through code, instead of relying on ability-based workarounds.
39. When adjusting values of abilities through triggers, make them apply immediately without having to add/remove levels.
40. Add a trigger to enable or disable attack 1 and attack 2.
41. Allow registering and unregistering specific unit events dynamically and without memory leaks.
42. Add multiplayer-safe versions of GetZ for units and special effects — prioritizing consistency over precision when needed.
43. Add IsUnitDestinationValid(unit u, real x, real y) — to check if a unit can reach a destination considering all movement and collision rules.
44. Add GetUnitValidPathable(unit u, real x, real y) — to return the nearest valid pathable point for a unit.
45. Allow specifying string keys from war3map.wts and StringList FDFs in all string fields to streamline localization and reduce translation work.
46. Fix the bug where upgrade effect fields (e.g., rmvx) are incorrectly added to war3map.wts.
47. Make entries in war3mapMisc.txt translatable — currently, the whole file has to be duplicated per language, which is inefficient.




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.
 
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Level 31
Joined
Aug 29, 2012
Messages
1,403
My biggest request would be the ability to test campaign maps from the editor itself - Still today, when you use the test map feature, any custom asset created in the campaign manager is ignored in the test, so you have to launch the game and test the campaign from there. The amount of time spent to test even minor stuff is aggravating
 
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.
I don't think they're going to do this. Isn't a better form a protest to just make our own mods of the game where these things work, which will incentivise everyone to stop using the official one?

I will bet you $1000 that neither of these first two bullet points are implemented into the game, unless they make "a new game release" of it that isn't compatible with previous maps. If these are added in a free patch to the existing Reforged game, while that game still retains backwards compatibility with most existing maps, hit me up and I'll send you the Amazon gift card of this.

I don't care if you're a Blizzard employee and can literally go do it just for free cash. I know you're not, or that if you are, you're powerless to do these things, so it doesn't matter.
 
Level 6
Joined
Oct 31, 2011
Messages
101
My biggest request would be the ability to test campaign maps from the editor itself - Still today, when you use the test map feature, any custom asset created in the campaign manager is ignored in the test, so you have to launch the game and test the campaign from there. The amount of time spent to test even minor stuff is aggravating
Great request to agree to. I'll add it.
 
Level 6
Joined
Oct 31, 2011
Messages
101
I don't think they're going to do this. Isn't a better form a protest to just make our own mods of the game where these things work, which will incentivise everyone to stop using the official one?

I will bet you $1000 that neither of these first two bullet points are implemented into the game, unless they make "a new game release" of it that isn't compatible with previous maps. If these are added in a free patch to the existing Reforged game, while that game still retains backwards compatibility with most existing maps, hit me up and I'll send you the Amazon gift card of this.

I don't care if you're a Blizzard employee and can literally go do it just for free cash. I know you're not, or that if you are, you're powerless to do these things, so it doesn't matter.
Hello Retera,
I’m well aware of your work and how important you are to the community — contributing even more than the game’s own developer in many cases.

I’m writing this list in an attempt to draw the attention of some well-intentioned Blizzard employee. I also want to highlight how beneficial it would be for Blizzard itself to address these limitations and update the World Editor, encouraging map creators and sparking the interest of new players to purchase the game.

With that, future expansions could gain even more traction in sales — everyone wins: Blizzard profits, and players enjoy a more active and engaged community.

Thank you for your comment!
 
Level 28
Joined
Feb 2, 2006
Messages
1,645
By now I have created my own wishlist: GitHub - tdauth/warcraft-iii-wishlist: Wishlist for the game Warcraft III: Reforged.

For the editor I would like to specify string keys from war3map.wts and StringList FDFs in all string fields which would reduce the number of custom strings required to be translated.

Items can only have 4 abilities which should be removed.

There is a bug that upgrade effect fields are added to war3map.wts like "rmvx".

Entries in war3mapMisc.txt are not translatable and the file has to copied per language.

It is annoying that JassHelper adds different number of underscores to identifiers of libraries etc. which constantly changes the whole generated map script.
 
I believe this is stuff that will never happen, but what I'd wish for are:
  • Increase jass line-limit from 256 to 512 or 1024. When writing strings for tooltips, quests, custom GUI etc. this would be useful!
  • Template Strings, bastically C sprintf, or java String.format. If you want to print damage-values in tooltips of abilities with damage-scalings (% of Str, % of Danage, or a custom stat), you currently need to string-concatinate.
  • Faster compile on maps with many triggers and systems, plz!
  • Make it possible to add/remove bonuses and base-values with code without going through abilities
  • When adjusting values of many abilities with triggers (for example updating bonus damage or damage of a spell), you need to "update" them by adding and removing a level of ability. It feels like it should happen in the underlying code when the value is changed rather than doing it "manually" in jass in order for it to actually take effect.
  • Trigger for enabling/disabling attack 1,2
  • Removing event, making it possible to register specific-unit-events as well as unregister them (of course leakless)!
  • Multiplayer-safe GetZ for SpecialEffects, Units, for cases where multiplayer-safety is more important than exact values.
  • IsUnitDestinationValid(unit u, real x, real y) - Function for checking if a unit is possible to move to specific x,y while consider its collision size and all collision reasons and its movement type etc.
  • GetUnitValidPathable(unit u, real x, real y) - 2 functions (or 1 with loc) to get closest valid pathable point.

Probably also check the old feedback post. Not much have happened since 1.31 imo.
 
Level 6
Joined
Oct 31, 2011
Messages
101
By now I have created my own wishlist: GitHub - tdauth/warcraft-iii-wishlist: Wishlist for the game Warcraft III: Reforged.

For the editor I would like to specify string keys from war3map.wts and StringList FDFs in all string fields which would reduce the number of custom strings required to be translated.

Items can only have 4 abilities which should be removed.

There is a bug that upgrade effect fields are added to war3map.wts like "rmvx".

Entries in war3mapMisc.txt are not translatable and the file has to copied per language.

It is annoying that JassHelper adds different number of underscores to identifiers of libraries etc. which constantly changes the whole generated map script.
Thanks for your contribution. Some items are already on the list, but others are very interesting, I will add them to the list. Your wish list is very good, but this list is already very long and I will start prioritizing what is most important now for the World Editor.
 
Level 28
Joined
Feb 2, 2006
Messages
1,645
I forgot one of the most annoying things about the World Editor.
For big maps with many units and generated object variables like gg_unit_xxxx it takes forever to select a unit in the trigger editor.
Besides, choosing a unit type is equally slow with around 1000 - 2000 custom unit types.
Sometimes the icons are not shown anymore.

The overall performance for big maps could be much better.

Saving and loading big maps takes a long time as well.

I would have loved to see fully readable JSON/XML formats when saving the map which is better for Git and manual changes without Editor and then the option to store everything in binary format for releases.


A paged button system would be great if you add more than 12 things like sold items/units etc. to one unit. There could appear page buttons to change the current page and allow more slots to be used per unit. The page could be per player in multiplayer and not for all players sync.

Some important bug fixes:
  • Render more than 2 cliff types. My map has 4 cliff types but 2 of them are rendered like the other 2.
  • Fix the summon unit event for Pocket Factory (does not work).
  • Fix GetTriggerUnit for EVENT_PLAYER_HERO_REVIVE_START which does not return the altar.
  • Fix the event EVENT_PLAYER_HERO_REVIVE_CANCEL which is not triggered when you click on the hero's icon in the queue.
  • Black Arrow needs a field specifying the maximum creep level which is hardcoded 5.
  • Fix AI crashes for larger maps (was posted somewhere on Hive).
  • Staffall buff effect (the star effect) is always the same and cannot be customized.
  • Fix game crashes if the dependency equivalent is the same ID.
  • Fix game crashes if min number is bigger than max number for Dark Portal.
 
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