Part of the problem is in order to make a really good scenario, you have to have your triggers interact with areas on the map that you've already made.
So the scenario designer has to be both proficient at mapmaking, and decent at writing triggers. Most are better at one or the other, but not both, so getting the part done that you aren't so good at, that's a slog.
I've been helping sawyer with eyecandy, but it takes time to change a scenario that's already got focal triggers and designated side objective areas. You have to work around those areas and constantly test to make sure you haven't cluttered up a camera track, overwritten a spawn area with impassable terrain, or erased a cin cube, even if you replace it you have to re-assign the trigger that targets it.
If you join a design team and divide up the labor, you have to wait for your teammates to do their part and re-test everything. You have to elicit and wait for feedback and group decision making. These things take time.
Sadly, people like Moshe or Mers who can whip up a genre-defining scenario all by their lonesome, that's pretty rare. Most of the rest of us are shambling along in their footsteps more or less.
Eyecandy takes it a step further, you have to have a good gfx card and decent processor to make your time worth while. I could spend hours on a spectacular imperial city, turn up my gfx to max, hit the screenie button, and still not be able to see terrain details and atmospheric fog at all.
Crunkatog on ESO
Bart331 balance suggestion: aztec: remove civ
Voltiguer: Ender, Sioux in 1.04 will be a top civ, no matter how many layers of Sioux goggles you put on
schildpad on Elephants: ...their mansabdar unit sucks so hard it looks like a black hole
Crunkatog on Steam.[This message has been edited by As_Saffah (edited 02-28-2009 @ 01:41 PM).]