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> Whats The Most Important Part Of An Editor
Aeros
post Dec 30 2003, 09:36 PM
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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.


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phantom_rider2
post Dec 30 2003, 11:39 PM
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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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kezz
post Dec 31 2003, 12:26 AM
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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.


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DarkAngelBGE
post Dec 31 2003, 07:45 AM
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eyecandy, because trigger noobs will always try to get their fame with eyecandy first.


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Sam
post Dec 31 2003, 08:31 AM
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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


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battlestar
post Dec 31 2003, 06:56 PM
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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.
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Fire Giant
post Jan 1 2004, 06:20 PM
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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... wink.gif).
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?).


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Quacker
post Jan 1 2004, 08:25 PM
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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.


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Byzantine Warrior
post Jan 2 2004, 07:37 AM
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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.
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Licensed Devil
post Jan 2 2004, 05:18 PM
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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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Khazun
post Jan 9 2004, 09:43 AM
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I think Triggers.


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ZeZar
post Jan 30 2004, 11:54 AM
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I went for this one.. .. the landscapes you can create with elevation and terrain but triggers was a close one . . .wink.gif


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Mythos_Ruler
post Jan 30 2004, 05:58 PM
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Objects... I want a ton of different objects to use. Without the various objects, you can't MAKE eyecandy. LOL


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CodeOptimist
post Jan 30 2004, 06:18 PM
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I vote triggers, objects would be a close second.


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Black Op
post Jan 31 2004, 01:15 AM
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I vote triggers. It's what seperates the pros from the newbs IMO. smile.gif


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dark_master
post Jul 19 2004, 12:23 AM
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QUOTE(Black Op @ Jan 31 2004, 01:15 AM)
I vote triggers. It's what seperates the pros from the newbs IMO. smile.gif

nothing further... rock.gif
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Aeros
post Jul 19 2004, 12:29 AM
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(weew, old thread) tongue.gif

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.


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Argalius
post Aug 21 2004, 10:56 AM
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The objects I can place are the most important, without objects no scenario tongue.gif
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Nawen
post Aug 21 2004, 07:00 PM
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It's got to be............. Triggers tongue.gif


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Brian
post Aug 25 2004, 06:08 AM
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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.


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