The world map overlay table contains definitions for texture overlays used for a sections of an area on the world map.

Table structure

ID Name Type Default Description
1 ID Integer
Unique ID
2 worldMapArea Integer 0 The zone in which the overlay is used.
3 areaTable1 Integer 0 TODO
4 areaTable2 Integer 0 TODO
5 areaTable3 Integer 0 TODO
6 areaTable4 Integer 0 TODO
7 locationX Integer 0 TODO
8 locationY Integer 0 TODO
9 textureName String
Base texture name.
10 textureWidth Integer 0 TODO
11 textureHeight Integer 0 TODO
12 offsetX Integer 0 TODO
13 offsetY Integer 0 TODO
14 hitRectTop Integer 0 TODO
15 hitRectLeft Integer 0 TODO
16 hitRectBottom Integer 0 TODO
17 hitRectRight Integer 0 TODO



Textures are placed on areas of a map, relative to its pixel size. The texture is split in a varying number of sub-textures. Each texture can not exceed the size of 256x256 pixels.

Textures are found in the world map area directory which itself resides in the Interface\WorldMap directory. The base texture name is suffixed with an 1-based index, and prefixed with the world map area’s name (e.g. Interface\WorldMap\Tirisfal\Monastery1.blp. Here the world map area directory is Tirisfal, the base texture name is Monastery, with sub-texture index of 1).

The world map area (aka. zone) where the overlay is placed, is referenced by worldMapAreaID, while the corresponding area is referenced in areaTableID1.