This repo contains the scripts we use to inject the triggers into our ladder maps, -zoom, -workercount, etc.
- Node and npm
- Git and Git Bash
- Run
npm install - Put the maps you want to add the triggers to into
./maps/w3c_maps/clean_maps - Run
./updateMaps.shwith bash (Git Bash on Windows for example) to add triggers to all the maps - The newly created maps will be saved into
./maps/w3c_maps/output, sorted into a subfolder per game mode - Upload from
./maps/w3c_maps/output/uploadinstead of the per-mode subfolders, since it holds one copy of each map (multi-mode maps repeat across subfolders and break a same-name bulk upload)
You can pass arguments to control the source map folder and filtering:
-
Custom base folder (argument 1)
Example:./updateMaps.sh ATR
Processes maps from
./maps/w3c_maps/ATRinstead ofclean_maps. -
Filter by game mode(s) (argument 2)
Example:./updateMaps.sh "" 2v2,4v4Processes only maps starting with
2v2_or4v4_from the defaultclean_mapsfolder. -
Custom folder with filter
Example:./updateMaps.sh clean_maps/tournament 1v1
Processes only maps starting with
1v1_from./maps/w3c_maps/clean_maps/tournament.
The assets in ./assets/main/UI/MiniMap and ./assets/roc/UI/MiniMap add the W3Champions-only neutral-building icons (Shop, Tavern, Mercenary Camp, Laboratory), which players can toggle with -minimap.
Neither tree overrides the icon textures the game already ships (MiniMap-Gold, MiniMap-NeutralBuilding, MiniMapIconCreepLoc, MiniMapIconCreepLoc2); the game uses its own copies of those.
Warcraft III 3.0's HD texture streaming can still be reading such an override when the map archive closes, at any point in a game with Reforged or Definitive Edition graphics, which crashes the game; that is why neither asset tree ships them.