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How was the Shell Shockers map editor archived?

Posted: May 17th, 2024, 5:24 pm
by onlypuppy7
You may have seen recently a new addition to my homepage, the Shell Shockers map editor.

https://map.onlypuppy7.online

Before continuing further, I should mention that credit for the saving of the files goes to 1ust. I am simply documenting and hosting it. His version of the map editor is available here: https://build.pretty.boats

Many people ask how this was done. It was actually very simple. All that needed to happen was to locate all the files that the editor relies on. The editor is actually totally separate from the main game (except for the broken testing functionality). Originally the files were hosted here: https://staging.shellshock.io/mapEdit.php

Once the files were saved by looking around for anything fetched (eg in the Network tab and in source files), it was already done, and runs like a standalone program. I downloaded the files and pointed the "map" subdomain at a folder containing the files on my server.

At this point in time, I'm not redistributing the original files, but in fact I am sure that you can do the same techniques on either of our sites and achieve the same results! It would be a fun exercise.

And for anyone in BWD who claims it is a "virus", arguing I suppose is a losing battle. As with any competent website ever made, logs are kept of people who visit my site, so this includes IP addresses. Past that, there is no danger (unless you physically enter in any information or download something - there is nothing required to download anyway). Billions are spent and there are entire fields of work dedicated to cyber security, most prominently these days in web browsers (because people don't download programs like they used to, everything is in browsers now, hence actually why Chromebooks are somewhat justified in their existence!). However, if you do have an exploit to run code outside the browser environment, report it to Google or sell it to the government/ransomware gang. You'll be paid millions!

30 million dollars!: https://www.securityweek.com/company-of ... -exploits/

Re: How was the Shell Shockers map editor archived?

Posted: May 17th, 2024, 5:43 pm
by onlypuppy7
Actually, I hadn't noticed that 1ust had released the code!

https://github.com/VillainsRule/MapBuilder/tree/main

Re: How was the Shell Shockers map editor archived?

Posted: June 30th, 2026, 10:39 am
by brosce

Since the map editor was already separate from the game and mostly client-side, archiving it just meant grabbing the required files from the original endpoints and hosting them elsewhere. Once the network dependencies were mapped, it effectively became a standalone web app.Broken Screen


Re: How was the Shell Shockers map editor archived?

Posted: September 20th, 2026, 1:36 pm
by CharlotteDup

Thanks for documenting this. Since the editor is fully client-side, mapping the network requests and saving those files is indeed all it takes to make it standalone. For anyone who wants to run it themselves, 1ust's open-source MapBuilder repo on GitHub is the cleanest route: you get the source directly, and you don't have to trust a third-party host to keep serving the same JavaScript. Good call on not redistributing the original files, too.