i_killa_you
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if you need help on warcraft 3 ft world editor, you came to the right place
World Editor Features and Navigation
1. 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.
Previewer
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.
Brush List
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.
Status Bar
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.
Minimap
The minimap displays the terrain, units, doodads, and regions placed on your map from an overhead perspective.
Preferences
The preferences section can be accessed through the File menu.
General
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.
Visual
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.
Trigger Display
This section allows you to change the colors displayed associated with triggers in the Trigger 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 Trigger Display Preferences to Defaults - Reset all editor preferences to their default states.
Map Creation and Settings
1. 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.
Map Description
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.
NEED MORE INFORMATION GO TO WARCRAFT 3 FROZEN THRONE WORLD EDITOR HELP PART 2
World Editor Features and Navigation
1. 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.
Previewer
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.
Brush List
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.
Status Bar
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.
Minimap
The minimap displays the terrain, units, doodads, and regions placed on your map from an overhead perspective.
Preferences
The preferences section can be accessed through the File menu.
General
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.
Visual
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.
Trigger Display
This section allows you to change the colors displayed associated with triggers in the Trigger 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 Trigger Display Preferences to Defaults - Reset all editor preferences to their default states.
Map Creation and Settings
1. 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.
Map Description
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.
NEED MORE INFORMATION GO TO WARCRAFT 3 FROZEN THRONE WORLD EDITOR HELP PART 2