ORIGINAL: ralphtrick
The short answer is that is remarkably like what I've been thinking about (except for the layers).ORIGINAL: Telumar
I thought (or better: dreamed [8|]) of a complete rebuilt of the scenario editor. Seperating the editor from the game. Using some Windows API/Menues/GUI instead of the TOAW like GUI. Like most games - where the editor is an extra executable.
Import images directly as a map, the designer could assign terrain types to certain colours (or colour ranges) and or defined areas (which could be drawn) on the map. Or simply import an image file as an overlay/layer to create your map upon. Own layers could be added, one could contain rails and roads, others cities etc, just for the comfort of editing. When the scenario or the map is saved it would be combined into a "one layer" TOAW map.. a design file could be retained that contains the original image and layers.
...ok maybe i got carried away, don't know if this can be done for IV. Time wise i mean. Coded it could be, if it is (considered) worth the effort is the question..
Scenarios can now be saved as XML and edited as XML and loaded. That isn't an accident, it is so that I can look at creating the editor as a stand-alone product, possibly before the next game. Portions (except for possibly the map drawing portion/graphics) might be released as open source. It's all speculation at this point, but the editor is very complicated and opening it up to have other people work on it seems like a good idea to me. It would also let me look at the user interface code more closely and how to write it using modern tools.
I've also thought about allowing a 'map overlay' of a jpeg where you can set the opacity and use it as a design aid.
All this is a ways off still, but I've thought about doing something like that.
I've tried editing the map XML directly a couple of times. Very tricky.