

Third, you will need to make the creeps, who walk through the paths. See some unprotected TDs for more details on making the towers. This is self-explanatory - if you've played a TD, you probably have tons of ideas bouncing around in your head. Second, you will need to create the towers. This includes doodads and other static aspects, such as the paths for the creeps to walk. Because of the high standards in the mapping community on TDs, your map needs to be both well-polished and entertaining.įirst, you will need to terrain your map. Tossing aside the technical aspects for a moment, making an original, fun-to-play map requires a huge commitment. If you want to save your character between maps, you will have to use the Game Cache triggers in the Trigger Editor. In addition, you can import files much like in regular maps, except that the path to the file is wc3campimported\file, not wc3mapimported\file.

If you have experience with the Object Editor, then the Campaign Editor's analogous features should be straightforward, the only difference being the color of the edited objects' texts. After filling in the various text boxes with the corresponding information, click on the "Add Map" icon in the toolbar, and add the maps that you have created, with their corresponding buttons. Assuming that you can make maps, the Campaign Editor is self-explanatory. That said, don't expect to get much help if you post a thread saying "help me! I want to make a map!"Īll campaigns start off with the Campaign Editor.
#MASTER OF MAGIC MAP EDITOR HOW TO#
Learning how to make maps is hard work, and it doesn't come overnight. If you're not willing to invest the time and effort to learn how to make maps, then don't expect to succeed. When you know your way around the editor a little, create a few custom abilities, and maybe even a custom hero. Change the terrain a little to learn about the terrain editor. Add a quest or two, and create some custom units. Our best advice for the new mapmaker is to open an existing melee map from Warcraft III.
