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Whats The Most Important Part Of An Editor

#1 User is offline   Aeros 

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Posted 30 December 2003 - 09:36 PM

Just wondering what people's tastes are for things in an editor.

Personally I think eyecandy is the most important part of an editor, as it expresses the author of the scenario the best and reflects his style. The more diversity you have in eyecandy the more style one can express in his scenario.
Bobby Ognyanov [aka CheeZy]

Wildfire Games Artist, Scenario Design Lead
Contact me bobby@wildfiregames.com

#2 User is offline   phantom_rider2 

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Posted 30 December 2003 - 11:39 PM

I say eyecandy since what an editor must have the other things. Units, Triggers, and nice landscapes are a must but what can put it over the 'mediocre' editor and make it above average is eyecandy and cool things that fans make up with the editor's tools.
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#3 User is offline   kezz 

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Posted 31 December 2003 - 12:26 AM

I reckon usability should be considered over flashy extra's. If you get a good user experience then imho its a better editor than one that is hard to use but lets you do some flashy stuff.
Graeme Kerry [aka kezz]

Wildfire Games Programmer
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#4 User is offline   DarkAngelBGE 

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Posted 31 December 2003 - 07:45 AM

eyecandy, because trigger noobs will always try to get their fame with eyecandy first.
Tim Koschuetzki [ aka DarkAngelBGE ]

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#5 User is offline   Sam 

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Posted 31 December 2003 - 08:31 AM

Yeah, I as well said eye candy but I wanted to say triggers, becasue face it, a map can look good but without the right triggers it would be boring. But a ugly map can still be cool with good triggers
Sam Carlton [ aka Sam ]

Wildfire Games Well I used to do something here, thats for sure.
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#6 User is offline   battlestar 

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Posted 31 December 2003 - 06:56 PM

One thing AOM seriously lack is the variety of plants featured in the aok editors.

Plus that not only Newbs gain their first fame with screenshots, I think the game gain its first fame with screenshots too. Thus I consider objects and eyecandy making the most important, triggers second, elevation and terrain in comparison the last.

#7 User is offline   Fire Giant 

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Posted 01 January 2004 - 06:20 PM

Well, I say Eye-Candy, too... it makes an editor great if there's the possibility to produce real looking cities and landscapes with eyecandy, while generic and object-less landscapes make the editor quite mediocre.
A personal example: At MWD, we have some good triggerers, but also two guys who are excellent at doing eye-candy. They can do things with the AoM editor I never had imagined (just found myself looking at a full-blown greek city with Thermae, rural suburbs, port and theatre today - everything done by combining objects in unusual ways), and that is what makes their maps look great, though their triggers are average of even below (we do cover this by having good triggerers doing the triggers, so expect some great things to come out in the future... :)).
But what I wanted to express is that their maps really come to life through the eye-candy and you can imagine to live in the story. That's why I (as a triggerer) think that eye-candy is very important. Second would be good triggers for me, because simple things like renaming units gives your stories much more potential (word?).
Malte Schwarzkopf [aka Fire Giant]

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#8 User is offline   Quacker 

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Posted 01 January 2004 - 08:25 PM

I voted for the underdog, Triggers. I knew (don't anymore) my AoK triggers back and forth. If you know your triggers, you don't need a bunch of eyecandy.
Jordan Quackenbush [ aka Quacker ]
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#9 User is offline   Byzantine Warrior 

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Posted 02 January 2004 - 07:37 AM

I said landscape. The feel of your scenario, the crispness comes form how you navigate and if the map is pleasing to look at. Nothing says newbie map like a flat grassy map.

#10 User is offline   Licensed Devil 

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Posted 02 January 2004 - 05:18 PM

Are you saying that a flat grassy map covered in the most shocking eye candy you've ever seen says newbie to you?
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#11 User is offline   Khazun 

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Posted 09 January 2004 - 09:43 AM

I think Triggers.
Alex [ aka Khazun ]

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#12 User is offline   ZeZar 

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Posted 30 January 2004 - 11:54 AM

I went for this one.. .. the landscapes you can create with elevation and terrain but triggers was a close one . . .:P
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#13 User is offline   Mythos_Ruler 

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Posted 30 January 2004 - 05:58 PM

Objects... I want a ton of different objects to use. Without the various objects, you can't MAKE eyecandy. LOL
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#14 User is offline   CodeOptimist 

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Posted 30 January 2004 - 06:18 PM

I vote triggers, objects would be a close second.
Nathanael Barbettini [aka CodeOptimist]

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#15 User is offline   Black Op 

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Posted 31 January 2004 - 01:15 AM

I vote triggers. It's what seperates the pros from the newbs IMO. ;)
Randy Sage [ aka Black Op ]

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#16 User is offline   dark_master 

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Posted 19 July 2004 - 12:23 AM

Black Op, on Jan 31 2004, 01:15 AM, said:

I vote triggers. It's what seperates the pros from the newbs IMO. :D

nothing further... :D

#17 User is offline   Aeros 

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Posted 19 July 2004 - 12:29 AM

(weew, old thread) :D

Well, from the poll results I think it shows clearly that all aspects of a scenario editor are the most important.

Besides maybe the objects you can place. Which is smart considering that with combinates of triggers and eyecandy you can come up with alot of interesting creations, not limiting you to types of units placeable.
Bobby Ognyanov [aka CheeZy]

Wildfire Games Artist, Scenario Design Lead
Contact me bobby@wildfiregames.com

#18 User is offline   Argalius 

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Posted 21 August 2004 - 10:56 AM

The objects I can place are the most important, without objects no scenario :)

#19 User is offline   Nawen 

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Posted 21 August 2004 - 07:00 PM

It's got to be............. Triggers :)
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#20 User is offline   Brian 

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Posted 25 August 2004 - 06:08 AM

Triggers. That is what makes all the user made scenarios neat. The rest is extra and the more stuff you add to the editor the better.
Brian Prike
Wildfire Games Community Member and Former Guardian

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