Commander of Nod's northern forces, programmer, reverse-engineer, game designer and a 東方 lunatic who enjoys swimming in the cherry blossom -colored sea.
Original creator of the CnCNet client that is used by almost every active Tiberian Sun and Red Alert 2 mod.
Enjoys all cute things and large groups of enemy units to wipe out.
You might remember this thing called the "DTA Scenario Editor". We in the Dawn of the Tiberium Age (DTA) staff announced it in April 2022, and its first release soon followed. It has revolutionized mapping for DTA, multiplying the efficiency of our mappers and saving dozens and dozens of hours of work.
However, supporting just DTA wasn't enough. The rest of the community was still stuck with the terribly aged and often inefficient FinalSun and FinalAlert editors. I continued working on features to support Tiberian Sun and Red Alert 2 and their isometric 2.5D terrain, with the aim to bring more efficiency to mapping for the rest of the community as well. SCIPCION of the Global Crisis project soon adopted the editor and helped me with testing, but it was still not ready for the wider public.
An older version of the World-Altering Editor in use in Global Crisis. Image credit: SCIPCION
But today, we've finally reached a point where I can say that the editor works as a full FinalSun replacement.
At the same time, it is obviously no longer an editor just for Dawn of the Tiberium Age, hence it needed a new name. After multiple suggestions and some thinking around, I've settled on World-Altering Editor (WAE for short), referencing Kane's World-Altering Missile.
Logo of the World-Altering Editor, reusing the DTA Scenario Editor logo. Credits: Bittah_Commander
But here you might be thinking, why switch over? Why use the World-Altering Editor when FinalSun does everything you need it to do? Well, because the World-Altering Editor does several things significantly better, including:
All this, while the editor has also been designed to be familiar to existing FinalSun users, meaning it's easy to pick up!
Here are a few screenshots of these features!
WAE's closest zoom level allows you to view the game like you were in the DOS age, while the farthest zoom level shows basically the whole map.
WAE's trigger window makes scripting quick compared to FinalSun's outdated UI design. You can also assign colors to triggers to make the trigger list easier to parse!
Can't remember what some waypoint was used for? With WAE, you can just hover over it to check!
Even the most experienced mappers sometimes make mistakes. These issue checks have saved us from hours of tedious debugging work.
The entire WAE user-interface, showing an opened Tiberian Sun map.
WAE is over 20 years newer than FinalSun, so it also requires a newer system than FinalSun does. WAE requires the following:
EDIT: You can find the latest official release build from our GitHub releases: Github.com
If you have a GitHub account, you can download WAE's latest development version by downloading the artifacts from our automated build: Github.com
WAE is not compatible with the original Tiberian Sun! All modern mods are based on the Tiberian Sun Client, so it has been the main priority.
Dawn of the Tiberium Age comes with its own build of WAE.
What about Yuri's Revenge?
WAE does support Yuri's Revenge on its "engine" level, but we do not have a convenient YR setup available yet. We will release one at a later date.
WAE has very few hardcoded features. Everything is accessible through the INI files in the Config sub-folder. Of particular interest to most modders are most likey Constants.ini and Theaters.ini. With some tweaking of the INI files, WAE should be compatible with any modern TS mod and also many YR mods!
WAE is still in development and is not perfect. First off, some of the editor's tools are still new, so they might have bugs, or unoptimal user experiences. We'll most likely fix these and improve the tools over time as suggestions come up.
WAE does not currently render voxel graphics. Instead, voxel units are drawn with a string representing their object ID, and an arrow that tells the direction they are facing. Voxel support is a big task so I currently can't promise whether I'm going to add support for voxels in the future, but there's a high chance I'll try.
WAE has its own dedicated channel, #world-altering-editor, on the C&C Mod Haven Discord server: Discord.gg
Join there for discussion, comments, and help!
WAE is open-source, with its source code hosted at Github.com. I actively accept contributions, so if you have something to improve, feel free to create issues and pull requests!
The source code is licensed under GPLv2, meaning that if you make any edits to the code, you need to make your fork available to the public.
WAE's open-source nature has already shown benefits. Thanks to Morton who recently pushed some significant features to improve WAE's support for TS and especially YR!
WAE relies on some pieces of code from the following open-source projects, hence I'd also like to thank their authors:
All of my C&C-related work is available for free. However, it has taken hundreds upon hundreds of hours to create that is off from the rest of my limited free time. If you'd like to provide some extra incentive for keeping up the work on classic C&C, including this new editor, consider supporting me on Patreon: Patreon.com
EA has not endorsed and does not support the World-Altering Editor.
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