Old School Ops

GoMMO Maps

Editing the props, monster spawns, portals, regions and walk grids of your game's maps with GoMMO Maps, and installing them into your client and server.

Every game · updated 2026-10-01

GoMMO Maps is a map editor for the clients our games run on. Open a client folder, pick a map, and it draws the map the way the game does, with every prop, monster spawn, NPC, portal, region and wall on top of it as something you can click and change. Monster spawns show the monster itself standing there.

You can work on the client alone, or link the game's server folder too and edit what the server places: spawns, NPCs and regions. When you are done, Install writes your changes into the client and the server, keeping a backup of every file it replaces.

It works with:

  • Gate to Heavens and Gate to Heavens Classic;
  • RF Online;
  • World of Kung Fu.

Download it from the GoMMO Maps page.

Installing

GoMMO Maps runs on Windows 10 or 11, 64-bit, with an up-to-date graphics driver.

  1. Download the zip from the tools page.
  2. Unzip it into a folder of its own, for example Documents\GoMMO Maps. Put it somewhere your user account can write to, because GoMMO Maps updates itself by replacing its own gommomaps.exe.
  3. Run gommomaps.exe. There is no installer.

Windows SmartScreen may warn you the first time. Choose More info, then Run anyway.

Opening a client and a map

The start screen has two buttons:

  • Open game client folder: choose the folder your game is installed in, the one that holds the game's .exe. You can also drag the folder onto the window. The game and version are detected for you; a client build we have not measured asks you to confirm its version first.
  • Open project: reopen work you saved before (see Projects).

Both lists below them, Recent clients and Recent projects, open with one click. The × on a row removes it from the list and nothing else.

Next comes the list of the client's maps, grouped the way the game groups them and searchable by name or file. Maps you have already edited in the open project are tagged edited. Click a map to open it.

Opening a client and a map changes nothing. Nothing is written to the client or the server until you choose Install.

The workspace

  • The top bar has the map's name (a dot after it means unsaved changes), the move, rotate and scale tools, Snap to ground, the Fly and Top views, undo and redo, Save and Install. The arrow at the far left saves and goes back to the map list.
  • The left panel has three tabs: Layers, Objects and Place.
  • The right panel is the inspector: Object, Map and Server.
  • The status bar says whether the preview is up to date, how many objects there are and how many are selected, whether a server is linked, and the map coordinates under the mouse.

Moving around the map

controldoes
right-draglook around
right-drag and W, A, S, D, Q, Efly; hold Shift to go faster
mouse wheel while right-draggingchange the fly speed
mouse wheelmove toward the point under the mouse
middle-dragpan
Alt + left-dragorbit around the selection
arrow keys, Page Up, Page Downfly without the mouse
Fframe the selection, or the whole map when nothing is selected
T, or Top in the top barswitch between the fly view and a top-down map view

The top view looks straight down without perspective, which is the easiest way to place spawns, regions and grid cells. In the top view the right and middle buttons both pan and the wheel zooms.

Layers

The Layers tab switches each kind of object on and off and shows how many the map has: props, spawns, NPCs, portals, regions, walls, sounds, start points and whatever else the game uses. Hidden objects can't be clicked.

Under View:

  • World geometry: the map itself.
  • Baked props: the props the client draws as part of the map. Turn them off to see just the editable boxes.
  • Monster models: the real monster at each spawn and NPC. Only the nearest ones are drawn, as many as Monster models drawn allows, and the rest show as markers.
  • Labels: object names, fading out with distance (Label distance).
  • Spawn radii: the circle each spawn's monsters wander in.

Painted grids, such as a walk grid, have their own switch under Grids. GoMMO Maps remembers your layer choices.

Selecting

  • Click an object to select it. Shift + click adds to the selection and Ctrl + click toggles.
  • Drag a box over empty ground to select everything in it.
  • The Objects tab lists every visible object with a search box. Click a row to select it and fly to it.
  • Ctrl + A selects every visible object; Esc clears the selection.

Each object is marked as a client file or server data object, by colour in the Objects list and with a tag in the inspector.

Moving, rotating and scaling

The selected objects get a handle:

  • Move (W): drag an arrow to move along that axis, or the square to move across the ground. Dragging the object itself also moves it across the ground.
  • Rotate (E): drag the ring to turn the selection. Hold Ctrl to turn in 15° steps.
  • Scale (R): drag an axis or the centre square. On a region or portal this resizes its box; on a spawn it changes the radius.

With Snap to ground on (G toggles it), anything you move stays on the floor beneath it. Every drag is one step to undo. Press Esc during a drag to put everything back.

Walls, paths and spawns with several spawn points have points. Select the object, then drag a point to move it, click a point in the inspector's list to select it, press Insert to add a point under the mouse after the selected one, and Delete to remove the selected point.

Barriers (RF collision walls) have their own tool, in the bar at the bottom right of the map. Press B for Draw barrier, then click to place points; each click adds an edge, a ghost shows the next one, and Esc or a right-click ends the chain. With a wall's end point or edge selected, hold Shift to continue from it without the tool. Near an existing barrier the cursor snaps to its point or edge and a yellow marker shows where it will attach; ending on the chain's own first point closes the loop, and ending on another barrier's free end joins the two. Barriers on another floor, above or below, are never snapped to. Grid rounds points to the chosen step. Click an edge to select it, drag a box to select every edge inside, and press L to select every barrier linked to the selection. Delete removes the selected edges and any point left without one; the Height field sets the selected edges, or whole barriers.

Ctrl + D duplicates the selection and Delete removes it.

Adding objects

The Place tab has a button for each kind the game lets you add, such as a spawn, a portal or a region, and a searchable list of the client's prop models. Click one, then click the map where it should go. Hold Shift to place several; Esc stops.

Importing your own models

Games that support it show Import… on the Place tab and in the Geometry menu in the top bar. Choose a .gltf, .glb, .fbx or .obj file, or drop one onto the map. The dialog shows the model turning slowly, its triangle count and its size, so you can check it before anything happens. Give it the name you want in the model list and a scale, then choose Import. The model appears at the top of the prop list, ready to click onto the map. Install writes its files together with the map.

Building a map from a scene

Make the map in Blender, 3ds Max or any tool that exports glTF, FBX or OBJ. Then:

  1. On the map list, choose New map from scene… (or Geometry > New map from scene… in the workspace, or drop the file onto the map list).
  2. Pick the file, a map key (the map's file name in the client) and a title.
  3. Pick the Engine limits: the client's own, unless you know you want another game's.
  4. Leave Bake lightmaps on to light the new map, then choose Build.

The dialog shows each stage as it runs (reading the scene, compiling the map, baking, adding it to the client's map list), and Cancel stops it. When it finishes the new map opens, ready for spawns, portals and props. Nothing is written into the client until you Install.

Geometry > Rebuild geometry from scene… replaces the open map's ground and buildings with a new export of the scene and keeps everything you placed on it.

Lights and lightmaps

The Lights tab lists the map's lights. Sun, Point and Spot add one in front of the camera; Add the default lights turns the game's own sun and sky into lights you can edit. Click a light to select it, Shift + click to add more, Ctrl + click to toggle one. With several selected, every change applies to all of them.

For each light you set the type, colour, Intensity, Size and Range, and switch it on or off with the eye button. A larger size gives softer shadows. In the map, a light's size is the ring around it (with a dark outline so it shows on any ground), a spot shows its cone and a sun its direction; move and rotate lights like any other object. Every change can be undone.

To see the result, bake:

  • Preview quality is fast and shows roughly where the light falls.
  • Final quality takes longer and is what you install.
  • Bake the whole map relights everything; Bake around the selection relights only the area around the selected lights and objects, and leaves the rest of the map exactly as it was.

A progress bar shows how far the bake has got, and Cancel stops it. When it ends, the map reloads with the new lighting, and the next Install writes it.

Animated materials

The FX tab lists the map's materials. Switch on Animated or edited only to find water, lava and glowing signs quickly. Pick a material to change how it moves: scrolling, rotation, a pulsing scale, a lava swim, an alpha flicker (with its lowest and highest alpha) and flipbook frames. Every change shows on the map at once, can be undone, and is part of the next Install. Back to the client's own puts a material back as it shipped.

The inspector

The Object tab shows the selected object's name, model, position, rotation, scale, size and radius, whichever apply, followed by the game's own settings for it: a monster's respawn time, a portal's destination, and so on. Hover over a ? for an explanation. Values the game does not let you change are greyed out.

Select several objects of the same kind to change a setting on all of them at once.

The Map tab has the map's own settings, such as fog and music, and the grid painting tools:

  1. Pick the grid, for example the walk grid.
  2. Switch on Paint with the mouse.
  3. Choose the brush size and what to paint: Clear, Block or a mark.
  4. Drag over the map. Painted cells show tinted around the camera, and each stroke is one step to undo.

Seeing your changes

Changes to things the client draws, such as props and map settings, are rebuilt into the map a moment after you make them, exactly as Install would write them. The status bar shows Updating the preview while that happens. The map you are looking at stays on screen until the new one is ready.

Undo and redo

Ctrl + Z undoes and Ctrl + Y (or Ctrl + Shift + Z) redoes, as far back as the map was opened. The undo and redo buttons in the top bar name the step they will undo or redo.

Projects

Your work is kept in a project: a folder holding your edited copy of each map, the server folder you linked, and the backups Install makes.

The first Save (Ctrl + S) creates a project for you in Documents\GoMMO Maps\Projects, or use New project on the map list. Reopen it later with Open project on the start screen. A map you have saved opens from the project, with your changes, rather than from the client.

Linking a server

The Server tab links the game's GoMMO server folder. Choose Link server folder and pick the folder, or drop the folder onto the map. GoMMO Maps checks that it is a server for the same game, then adds the server's spawns, NPCs and regions to the map. The project remembers the link.

Without a link you can still edit and install everything the client holds. Objects saved into server data are installed only while a server is linked; the Install dialog says how many files it is leaving out. Unlink server hides the server's objects again.

Not every game can link a server yet. GoMMO Maps says so when you try.

Installing your changes

Install saves the map, then works out exactly which files change and shows them before anything is written:

  • Issues the game found. A warning is worth reading; anything that blocks must be fixed first. Click an issue to select the object it is about.
  • Files that change, each marked client or server, with the reason it changes.

Choose Install to write them. Every file that is replaced is first copied into the project's backups folder, and if any write fails, everything already written is put back.

Restore last install, in the same dialog, puts back the files from the newest backup.

Close the game and stop its server before installing, so neither has the files open.

Updates

GoMMO Maps checks for a new version when it starts, downloads it in the background, and offers Restart to update. If you carry on working, the new version installs itself the next time you open GoMMO Maps. Every download is checked against its published SHA-256 before it is used.

To stop the automatic check, switch off Check at start-up at the bottom of the start screen.

Where GoMMO Maps keeps things

whatwhere
settings, layers and recent clients and projects%APPDATA%\GoMMO Maps\settings.json
logs, the last ten runs%APPDATA%\GoMMO Maps\logs\
projectsDocuments\GoMMO Maps\Projects\
install backupseach project's backups folder

To reset GoMMO Maps, close it and delete settings.json. Your projects are not touched.

Troubleshooting

A spawn shows a marker instead of its monster. Only the nearest spawns draw their monster; move closer or raise Monster models drawn. A monster whose model files are missing from the client always shows as a marker.

Install says a file could not be written. The game or its server still has it open, or the folder can't be written to. Close them and try again; nothing was changed, because a failed install puts everything back.

The map is black or GoMMO Maps closes straight away. Update your graphics driver. If it still happens, report it with the newest log from %APPDATA%\GoMMO Maps\logs\ attached.

For anything else, report a bug with the log attached.

Something here wrong?

Out of date, incomplete, or assuming something it should not. Documentation errors are bugs, and this one arrives tagged and pointed at this page.

Loading…
Open the full search page