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. |
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[]
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- 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.
- 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.
- 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[]
- Alfheim
- Alfheim2
- Anatolia
- CloudExample
- Dawn
- Default
- Dusk
- Dusk2
- Eclipse
- Erebus
- Fimbulwinter
- Ghost Lake
- Hades
- Hades2
- Night
- Night2
- Noon
- Olympus
- SkyBox Alfheim
- SkyBox Alfheim2
- SkyBox Anatolia
- SkyBox CloudExample
- SkyBox Dawn
- SkyBox Default
- SkyBox Dusk
- SkyBox Dusk2
- SkyBox Eclipse
- SkyBox Erebus
- SkyBox Fimbulwinter
- SkyBox Ghost Lake
- SkyBox Hades
- SkyBox Hades2
- SkyBox Night
- SkyBox Night2
- SkyBox Noon
- SkyBox Olympus
- SkyBox tdo
- SkyBox td1
- SkyBox td2
- SkyBox td3
- SkyBox td4
- SkyBox td5
- SkyBox td6
- SkyBox td7
- tdo
- td1
- td2
- td3
- td4
- td5
- td6
- 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[]
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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[]
- Agamemnon (Hero)
- Ajax (SPC)
- Ajax Older(SPC)[sic]
- Amanra (Hero)
- Amanra Older
- Ao Kuang
- Arkantos (God)
- Arkantos (Blessed)
- Athena
- Automaton SPC
- Bella
- Boar (Ajax)
- Boar (Arkantos)
- Boulder Rolling
- Boulder Rolling 2
- Boulder Rolling Small
- Brokk (Hero)
- Cataphract (Greek)
- Charon Ferry
- Chiron (SPC)
- Circe (Hero)
- Danzhu (Hero)
- Eitri (Hero)
- Emperor Yao
- King Folstag
- Fire King
- Folstag Flag Bearer
- Gaia
- Gargarensis (Hero)
- General Melagius
- Hallgerd Forkbeard
- Guardian
- Guardian Sleeping XP
- Guardian XP
- Harpy Scout
- Jiao-Long (Hero)
- Kamos (Hero)
- Kastor
- Kastor Adult
- Kastor with Staff
- Kemsyt (Hero)
- Kraken (SPC)
- Krios
- Kronny
- Kronny Flying
- Kronos
- Living Poseidon Statue
- Monkey Raft
- Odysseus (SPC)
- Old Man
- Ornlu (Hero)
- Osiris
- Osiris Piece Box
- Osiris Piece Cart
- Piece of Osiris Cart 2
- Pirate Ship (Egypt)
- Pirate Ship (Norse)
- Polaris (Hero)
- Prisoner
- Raft
- Regent (Hero)
- Reginleif (Hero)
- Santa
- Servant Chinese
- Setna (Hero)
- Shade (SPC)
- Shade of Olympus
- Shun (Hero)
- Skraeling
- Skult
- Sleeping Guardian
- Son of Osiris XP
- Statue of Lightning
- Sword Bearers
- Testing Dummy
- Theocrat
- Theris (Hero)
- Thor's Hammer Haft
- Thor's Hammer Head
- Trireme (Wrecked)
- Titan Prometheus
- Trojan Horse
- Vulture Scout
- Zhi (Hero)
Buildings[]
- Boulder Rolling Dead
- Boulder Wall
- Boulder Wall (Asian)
- Bridge
- Columns
- Dam
- Dig Pile
- Dwarven Forge
- Earth
- Excavation
- Flag
- Fence Iron
- Fence Stone
- Fence Wood
- Fountain
- Gaia Pool
- Gate of Troy
- Gate Ram
- Gate Ram 2
- Hades Gate
- Hades Gate Small
- Jail Wall
- Market Stall
- Migdol (Bandit)
- Naval Shipyard
- Obelisk
- Osiris Pyramid
- Osiris Pyramid Xpack
- Roc Tent
- Ruins
- Shrine
- Statue Automaton
- Sign
- Statue Chimera
- Statue Cyclops
- Statue Hydra
- Statue Lion Left
- Statue Lion Right
- Statue Major God
- Statue Manticore
- Statue Nemean Lion
- Statue of Poseidon
- Statue Pharaoh
- Statue Valkyrie
- Tamarisk Tree Dead
- Taproot Trunk
- Temple Kronos SPC
- Temple of the Gods
- Temple Overgrown
- Tent
- Torch
- Tower of Odin
- Town Center Abandoned
- Underworld Passage SPC
- Wall Atlantis Connector
- Wall Atlantis Long
- Wall Troy Connector
- Wall Troy Long
- Wall Troy Short
- Well of Urd
- Wonder SPC
Trees[]
Embellishment[]
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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[]
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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
".
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[]
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This menu is used to set up cinematic cut-scenes.
View[]
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Debug[]
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