----- "Ilor" <kailo...@gmail.com> a écrit : > > Somehow I currently think that there should/could be 3 files per > scenario: > > 1) the current map file that only holds the terrains and their > layout > > 2) a file for thing atop of the map (with a pointer to the correct > map) that > > mentions stuff like areas, labels and whatever else the scenario > designer can > > place in the gui tool > > 3) the "real" and hand edited WML file that just points to file '2' > to get the > > map and "specific definitions" upon the map > > Why the split between 1 and 2? What does it accomplish for the > scenario designer other than add complexity and introduce > synchronization issues? Both 1 and 2 will be edited by a GUI tool, > and > all their contents are strongly connected. To me a named area > "p1_castle" on a map is part of the map and should reside in the same > file. Think of it that way -- how awful would it be if terrain > overlays were in a separate file from the base terrains?
Because it's more flexible that way. Think of terrain masks, used in scenarios where the terrain changes during the scenario (one good example of this is Dark Forecast, which uses 6 .map). If you don't split, how do you plan to edit/manage terrain masks ? Another thing that might be cool to have in the map editor : [time_area] management. If you could define them directly in the map editor it would be nice. _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev