Age of Empires Series Wiki
Advertisement
Info icon
This article is about the Scenario Editor in Age of Mythology. For the Scenario Editor in other games of the Age of Empires (series), see Scenario Editor.
AoMEditor

The starting screen

The Scenario Editor (simply called Editor on the menu screen) in Age of Mythology allows the player to create their own scenarios, much in the same way as its predecessor, but brings a lot of innovative features which weren't possible in the previous 2D engine.

Shortcuts[]

This section needs expansion. You can help by adding to it.
  • O: Opens the Place Objects (units, buildings, other objects) menu
  • C: Opens the Cliff Tool menu
  • F: Opens the Forest Tool menu
  • T: Opens the Paint Land menu
  • W: Opens the Water Tool menu
  • K: Scales up the selected object, making it larger. It does not change the collision size or speed to match the changed visual size.
  • Shift + K: Scales down the selected object, making it smaller.
  • Y: Moves the sun across the sky towards the southeastern horizon (causing lower lighting and longer shadows towards the northwest)
  • Shift + Y: Moves the sun towards the northwestern horizon
  • Ctrl + C: Copy selected objects
  • Ctrl + V: Paste selected objects
  • Pressing E on the keyboard opens an Editor Commands window where the following tools show up and can be clicked to quickly change tool types.
    • Change elevation
    • Change elevation by sample
    • Smooth
    • Move unit
    • Roughen
    • Modify terrain
    • Paint
    • Paint Pine Forest
    • Change elevation circular
    • Paint Water
    • Edit Water
    • Paint Cliff

Map[]

By default, a blank normal sized canvas with grass terrain will be generated, but a new map can be generate based on the random maps from skirmish mode. To do this, simply click the "New" icon on the tool bar, a window will open in which the desired random map can be selected in addition to being able to set the seed, map size, and number of players. Map size can be either of the following:

  • Normal
  • Large
  • Giant (since the Extended Edition only)

Edit[]

It has features such as:

  • Unit Copy -
  • Unit Paste - Paste the copied units. It is not possible to quickly change the copied unit's player. Using the mouse wheel rotates the units.
  • Terrain Copy - Draw a rectangle on the map to copy the terrain in it
  • Terrain Paste - Paste the copied terrain
  • Campaign Maker - Create a new campaign, add a list of prepared scenarios, set an image as the campaign background, add text describing what the campaign is about, and add an intro cinematic.

Scenario[]

The Scenario menu is used to set the players' color, civilization, diplomacy and objectives as well as play-testing the scenario directly.

  • AoMR Scenario Editor starting age

    Setting the starting Age is possible in Retold

    Player Data - Assign player colour, deity (major god of a culture), player name, starting resources, starting population (not population limit), control (human or AI or none), visibility (normal or hidden), as well as select an AI file for custom AI, for each of the 12 players. Before Retold, and unlike the Genie Engine games, players' starting Ages cannot be set here, and must be activated via enabling specific god age-up "technologies" via triggers. In Retold, starting Ages along with minor gods can be assigned here quickly, without needing any triggers.
  • Scenario Data - Assign maximum number of players, bonus population, population limit, enable/disable standard Victory conditions, etc.
  • Scenario Summary - This is a quick way to check current stats of the map, with the map size, random map seed, dominant terrain, as well as maximum and minimum elevation info (under World Info), a summary of player information (under Player Info), and total amount of resources on the map (under Misc Info).
  • Playtest Scenario - Test the scenario playing as any player and difficulty level as desired.
  • Objectives - Assign a list of Objectives and Hints, as well as Spotlight text and images (labeled as SL).
  • Forbidden Units - Disable units as well as buildings for any player, enter player number by keyboard at the top.
  • AoM Scenario Editor Diplomacy menu

    Here, player 1's diplomatic stance towards player 2 is white (neutral) while player 2's stance towards player 1 is green (ally).

    Diplomacy - Switch the colours in the grid to assign diplomacy. Diplomacy is set for the player numbers in the left column to the player numbers in the top row. See the image on the right.

World[]

The World menu allows the lighting preset to be changed, (for example, changing from daytime to nighttime,) changing the size of the map without regenerating a new one and changing the global terrain elevation.

Lighting options[]

  1. Alfheim
  2. Alfheim2
  3. Anatolia
  4. CloudExample
  5. Dawn
  6. Default
  7. Dusk
  8. Dusk2
  9. Eclipse
  10. Erebus
  11. Fimbulwinter
  12. Ghost Lake
  13. Hades
  14. Hades2
  15. Night
  16. Night2
  17. Noon
  18. Olympus
  19. SkyBox Alfheim
  20. SkyBox Alfheim2
  21. SkyBox Anatolia
  22. SkyBox CloudExample
  23. SkyBox Dawn
  24. SkyBox Default
  25. SkyBox Dusk
  26. SkyBox Dusk2
  27. SkyBox Eclipse
  28. SkyBox Erebus
  29. SkyBox Fimbulwinter
  30. SkyBox Ghost Lake
  31. SkyBox Hades
  32. SkyBox Hades2
  33. SkyBox Night
  34. SkyBox Night2
  35. SkyBox Noon
  36. SkyBox Olympus
  37. SkyBox tdo
  38. SkyBox td1
  39. SkyBox td2
  40. SkyBox td3
  41. SkyBox td4
  42. SkyBox td5
  43. SkyBox td6
  44. SkyBox td7
  45. tdo
  46. td1
  47. td2
  48. td3
  49. td4
  50. td5
  51. td6
  52. td7

Map Size[]

Shows the current map size (in meters) and allows adding or reducing the length of each side of the map (always a rectangle).

Map Elevation[]

The whole map's elevation can be moved up or down at once.

Terrain[]

This section needs expansion. You can help by adding to it.

Terrain has a lot more options, most notably because of the 3D engine allowing the player to change the elevation of the terrain and "paint" the terrain from a wide variety of textures.

  • Paint Terrain - Change terrain texture only.
  • Paint Land - Change terrain texture along with appropriate elevation changes.
  • Water Tool - Create rivers, lakes, oceans, etc, with appropriate elevation changes.
  • Edit Water Tool - The only option is Beautify, which adds relevant decor and embellishment objects around the selected water body, such as trees and rocks on river edges, and waves on the edges of seas and corals and other textures on the seabed.
  • Canyon/Cliff Tool - Add various styles of cliffs.
  • Forest Tool - Add various types of forests.

Objects[]

The Objects menu is used to place, delete, re-position objects such as units and buildings. When placing objects, object can be filtered in the following categories:

  • All
  • Units (infantry, cavalry, heroes, myth units, navy)
  • Buildings (all buildings including special campaign pieces)
  • Nature (trees, animals, mines, rocks)
  • Embellishment (projectiles, visual effects, decorations)
  • Test
  • Current (a listing of all objects currently on map)

Following are the Scenario Editor-exclusive (including campaign-exclusive) objects in the game with their Scenario Editor names:

Animals[]

Units[]

Buildings[]

Trees[]

Embellishment[]

This section needs expansion. You can help by adding to it.

In addition to the above selection of objects for placement, there are also other tools related to objects:

  • Position Object - To move and rotate a selected object.
  • Delete Objects - Deletes object with the selected brush size.
  • Object Info - Information of selected object (name and ID).
  • Align Selected - Moves the selected objects to snap into the grid.
  • Customize Object - Not currently usable
  • Place Wall - Place Walls like in-game rather than piece by piece.
  • Convert to Gate - Convert selected wall section to a Gate.

Triggers[]

This section needs expansion. You can help by adding to it.

This feature enables the player to create and activate a variety of effects once certain conditions are met.

Chat formatting[]

Chats sent by triggers (also applies to manually typed chats) can also be formatted in various ways. When sent by chat triggers (Send Chat, Send Chat to player,Send Spoofed Chat, and Send Spoofed Chat to Player) , the inverted commas should be preceded by a backward slash (i.e. " becomes \").

  • <color="r,g,b">Sample text</color> : This will color the text sent between the tags. r, g, and b are decimal numbers (0 to 1) and not hex codes (00 to FF) or integers (0 to 255). So, a value of "1,0,0" will be red, while "1,1,0" will be yellow.
  • <color={PlayerColor(X)}>Sample text</color> : The text will appear in Player X's color (X being the player number 1, 2, ..., 12). This only works in triggers.
  • <u>Sample text</u> : This will underline the text between the tags. The similar bold (<b>) and italic (<i>) tags do not work.
  • <icon="(width)(icon_name)"> : will display an icon inline with text. The width parameter will rescale the width of the displayed image, but not the height, which will always be the same as the font height. icon_name must be the name of a ddt texture file (add subfolders if any) in the directory "...\Age of Mythology\textures".
AoM chat formatting demo

A demonstration of some chat formatting

The example in the thumbnail contains the following messages sent by the player:

See the Ensemble logo <icon="(50)(ui\ensemble logo)">
Underlining <u>Sekhmet <icon="(22)(ui\god minor icon egypt sekhmet)"></u>
Widened cursor <icon="(30)(cursors\cursor_ankh)">
<color="1,0,0">This is red</color> whereas <color="0,1,1">this is cyan</color>.

And this message sent using a trigger:

<color=\"1,1,0.2\">This is</color> <color=\"0,0.4,0.8\">an AI speaking</color> <color={PlayerColor(3)}>beep boop</color>

Cinematics[]

This section needs expansion. You can help by adding to it.

This menu is used to set up cinematic cut-scenes.

View[]

This section needs expansion. You can help by adding to it.

Debug[]

This section needs expansion. You can help by adding to it.
Advertisement