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Worldbuilder, like in BFME?


Naja
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They are so fun to use, EE, II, had one, AoE I,II,III, SWGB so fun must have it.

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The worldbuilder in BFME was horrible! It was so confusing to use! If Petro would change it back to AOE style, I would be fine.

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The worldbuilder in BFME was horrible! It was so confusing to use! If Petro would change it back to AOE style, I would be fine.

I agree. The BFME worldbuilder was rotten. There was so much stuff and no documentation to help either. I once thought I'd try to make a map and messed for 5 minutes and gave up. I think Petro will give us a good editor.

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I managed to make a map out of it, but it really did take a whole load of time and was slow in parts. I have 2gig ram here, I hate to think what it was like on slower cpus.

 

I never found the trigger stuff. I found very little in the way of tutorials so I just gave up. Hell, I stayed on the warcraft 3 editor longer than I did the BFME one, and I never really had the slightest clue what I was doing with the W3 editor.

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Not to mention its slow as hell and sucks RAM.

 

All editor will suck up more ram then the game. Simply because the program has to load more stuff, IE textures, models... Some programs like ueditor handle the ram requirement well, but i can crash that thing all day on1 of my maps that is has to much detail.

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There will be an editor with the game and yes it does share some similarities to WB. I should know since I have now designed games with both.

 

Our editor is much easier to use for making maps as it is faster, more flexible and allows you to import textures and objects on the fly. Our editor does not support an embedded scripting system like WB (I rather liked it). We use Lua which is far more powerful (and complicated). Each one has its pros and cons; I can say that we'll do our best to give you guys the info needed to get started.

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I hope it will allow to personalize units...

 

Sure, just edit the XML data. Keep in mind, XML is not done through the editor. The editor is used to build the sets, not manipulate data.

 

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this sounds cool always had fun making my maps on AOE but on the civilisations its well confusing. hope this ones gunna be better than them i might have to go back on AOE and practice.

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  • 4 weeks later...

AOE map editor I found was very easy though it took me some time to figure out the trigger system.

I'm happy there is one for EAW. I wish you could change a unit without affecting the entire game though(ex: only have that change for that custom level, not everything else) so you can create new heros/normal troops(ex. a admiral or commander, more health than trooper, more damage, area effect, special name(ex. admiral daala), same looks, weapon, and such as one though)

I agree, Cilivazations was very confusing.

Editors do slow down when you add more stuff. AOE's editor froze once when I was trying to make a level that reanacted a real battle. (800+ units for each side).

I hope they make a easy to make cinematic tool with it. AOM's was too complicated for me(though, I am 13, that may be why).

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don't worry, the modders will straighten things out when the game comes out and hopefully, before long we will see Realism mods of different eras for Starwars. (not that starwars is realistic, :P)
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Personally I thought the Worldbuilder was one of the best map editors made, it allowed more customization than I had ever seen in a map editor. Granted, your willing to download and read the manual. I personally like the more difficult editors, it gives me more of a challenge and I know it will be worth it. I like the fact that they have the scripting system use an actual programming language because this means that the maps and missions will be highly customizable in their scripting.

 

I didnt like the AOE editor because it didnt have a good layout, thats what i thought. It was also built into the game, I prefer stand alone editors.

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