Hey, long time not seen,
So while working with the Level Editor for a while again I have noticed some things that really seem to bug me a little. And some of them are rather comfort based, some of them are based on features. So without talking too much around it, let me get started.
Being able to work with layers
One thing that is not really a necessity but would heavily increase the creativity factor would be introducing layers into the editor. With layers I mean as example foreground, background and the physical layer (Not the layers on the left). The thing is with some workarounds we can create background and non-physical doors as example. Or generally cause things that are usually physical to not be physical by using the old editor.
But we could turn this into a feature. As example layers could allow to create a foreground. So you could put something physical on this layer, and the character would disappear behind it. It would not be on the physical layer. For background we could as example put weapons, vehicles or similar into the background to give the level a bit more decoration without having to use actual decorations.
Generally layers would make some things much easier to do, and as I said it would give us all some freedom and creativity. If we already speak about layers, having multiple sub-layers would be even better, so we could create multiple doors and decide which ones are shown when they are stacked as example, if you get the point.
Gun-Stat Window
Modding weapons is fun! Being creative about gun triggers, variables and creating some complicated and creative things is even better! It's just a little sad that we have to create countless triggers in order to do so. A few of my levels as example use a LOT of triggers for weapons alone which causes the level to be laggy and the calculations to be slow. I think you get the point of a weapon stat window. Just a small window where we can change the weapon's aspects without having to use external triggers. The external triggers could then be used to alter the weapon while the game is in progress.
It would be cool if that could become a thing, both for the comfort of the level creators and for the engine alike.
Simplification for some things
One major turn-off for the Level Editor is it uses it's good side as a bad side. It is vast, in some parts too vast. Triggers, alright, those are there to be complicated. Even though we could make so many parts of the editor so much more simple. As example.
Door speed, 10... Yeah, what does 10 mean? 10 Inches? 10 eggs? 10 Centimeters? 10 Cubes? Some specific indicators would be really helpful. And that is kind of the same across many parts of the level editor. Explosion power, acid damage, push damage types etc. Clear indicators would be really helpful with calculating things properly. Right now it's basically experimenting and hoping to get it down as soon as possible.
We could also separate triggers between advanced triggers and basic triggers. Variables as example are for advanced. Moving things along X axis would also be advanced. moving a door from region A to region B would be a simple one. This would make the editor easier to learn for new creators.
Creating a comfort
I know, the editor is not really meant for every small child. But me who wants to create levels in an efficient manner would benefit from some things like being able to rename triggers without them losing their function which kinda seems to happen when you do that. Or being able to tell the editor to remember specific options for the last used object. As example being able to tell walls to be "black" instead of being the default "concrete" - That kind of stuff. And the last thing I would really appreciate: Simulate trigger options without having to open the game. Seriously, it would be amazing to see the effects a trigger can do by just... I don't know, giving a small preview?
I know some of the above mentioned suggestions seem weird but especially after working with a few other editors it would be nice to see this kind of stuff.
Best regards ~ Whyme