Theres only one rule - you download, YOU COMMENT, deal?
Version 3.0 RELEASED
Patch notes:

  • Reworked rendering engine, it should be much faster now, however it requires you to install XNA Framework and DirectX
  • Added possibility to create and edit output format without having to edit applications source code (<installdir>/output, you may use TrinityCore.template as an example, but dont remove it, create new file, or maze creator wont work anymore)
  • Added possibility to solve your mazes
  • Added possibility to flip selection horizontaly and verticaly

Custom output
Code:
[DELETE1]DELETE FROM `gameobject_template` WHERE `entry` = [GO1];#
[DELETE1]DELETE FROM `gameobject_template` WHERE `entry` = [GO2];#
[DELETE1]DELETE FROM `gameobject` WHERE `id` = [GO1];#
[DELETE1]DELETE FROM `gameobject` WHERE `id` = [GO2];#
[DEFINITION1]INSERT INTO `gameobject_template` (`entry`, `type`, `displayId`, `name`, `castBarCaption`, `faction`, `flags`, `size`, `data0`, `data1`, `data2`, `data3`, `data4`, `data5`, `data6`, `data7`, `data8`, `data9`, `data10`, `data11`, `data12`, `data13`, `data14`, `data15`, `data16`, `data17`, `data18`, `data19`, `data20`, `data21`, `data22`, `data23`, `ScriptName`) VALUES ([GO1], 5, 5271, 'Maze Box', '', 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '');#
[DEFINITION1]INSERT INTO `gameobject_template` (`entry`, `type`, `displayId`, `name`, `castBarCaption`, `faction`, `flags`, `size`, `data0`, `data1`, `data2`, `data3`, `data4`, `data5`, `data6`, `data7`, `data8`, `data9`, `data10`, `data11`, `data12`, `data13`, `data14`, `data15`, `data16`, `data17`, `data18`, `data19`, `data20`, `data21`, `data22`, `data23`, `ScriptName`) VALUES ([GO2], 5, 5271, 'Maze Box', '', 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '');#
[INSERT1]INSERT INTO `gameobject` (`id`, `map`, `spawnMask`, `position_x`, `position_y`, `position_z`, `orientation`, `rotation0`, `rotation1`, `rotation2`, `rotation3`, `spawntimesecs`, `animprogress`, `state`) VALUES ([GO1], [MAP], 1, [X] - 1.70 * 4 * [X2], [Y] + 1.70 * 4 * [Y2], [Z] + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1);#
[INSERT2]INSERT INTO `gameobject` (`id`, `map`, `spawnMask`, `position_x`, `position_y`, `position_z`, `orientation`, `rotation0`, `rotation1`, `rotation2`, `rotation3`, `spawntimesecs`, `animprogress`, `state`) VALUES#
[INSERT2]([GO2], [MAP], 1, [X] - 0.85 - 1.70 * 4 * [X2], [Y] + 0.85 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),# 
[INSERT2]([GO2], [MAP], 1, [X] - 1.70 * 4 * [X2], [Y] + 0.85 + 1.70 * 4 * [Y2], [Z] + 3.42 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),# 
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] + 0.85 + 1.70 * 4 * [Y2], [Z] + 2.76 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),# 
[INSERT2]([GO2], [MAP], 1, [X] + 2.55 - 1.70 * 4 * [X2], [Y] + 0.85 + 1.70 * 4 * [Y2], [Z] + 2.1 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 2.55 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 1.44 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 2.55 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] + 0.78 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),# 
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] + 0.12 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 0.85 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] - 0.54 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 2.55 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 1.44 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 2.55 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] + 0.78 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] + 0.12 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 0.85 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] - 0.54 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 2.72 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 1.36 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 0.85 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 2.55 - 1.70 * 4 * [X2], [Y] + 2.55 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),# 
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] + 2.55 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 0.85 - 1.70 * 4 * [X2], [Y] + 2.55 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 2.55 - 1.70 * 4 * [X2], [Y] + 2.55 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 2.55 - 1.70 * 4 * [X2], [Y] + 0.85 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 2.55 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] - 2.55 - 1.70 * 4 * [X2], [Y] - 2.55 + 1.70 * 4 * [Y2], [Z] + 4.08 + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1),#
[INSERT2]([GO2], [MAP], 1, [X] + 0.85 - 1.70 * 4 * [X2], [Y] - 0.85 + 1.70 * 4 * [Y2], [Z] + 1.36 * 4 * [Z2], 0, 0, 0, 0, 0, 25, 0, 1);#
[TELE1].go xyz [X] [Y] [Z] [MAP] #
Simply edit it, using same variables (like [INSERT2] for stairs insertion, [X] for initial coords, [X2] for single box position, etc.). Use only variables used in TrinityCore.template.

Lets have a look at it

Thats how maze looks like


Version 2.X readme, stays mostly same with v3.0

If you arent familiar withm my old maze creator, let me explain. It basicaly is exactly what the name says - as you can see on the picture above, you simply design maze by clicking, draging, copying and that kind of stuff and once you are done, you can export it into one of the supported sql formats.

Whats new in this version & general how to use
Its not that hard - simply use left mouse button to add boxes, right mouse button to delete them. Middle mouse button serves as stairs case.



You can also use your ctrl modifier key - press and hold it, press left mouse button and drag it around. Once done, press and hold ctrl again and perform right mouse click into active selection to access its options.

If the application is running too slow, you might want to disable few options in the settings tab, if you will enable fast mode, most of the useful features will be turned off, but ot the other hand it will run nearly on any computer.
Tutorial
Axxa's Maze Creator - Quick Tutorial

Download
Axxa's World Of Warcraft Maze Creator: Download Maze Creator

Please note that .NET Framework 3.5 is required to run the application. V 3.0 requires XNA Framework and DirectX 9 as well, but its gonna be installed automatically in case its missing on your system.