Thank you, really cool to see this board and Spiderweb in general still trucking along. So others also ended up being software engineers? Although I should point out I am a business programmer not a game programmer. Did they go into game design or other software/computer science avenues? I don't even remember which scenarios in BoA I played, or really anyone from this board. I remember the scenario Cave of No Return and that's about it.
As I recall, when I was doing scenario stuff, I was more interested in trying to pull off weird things with the engine instead of... putting together an actual scenario. I tried to make a TARDIS. From what I can remember, I had some item in the inventory have a special ability, and that would use Stuff Done Flags (I think they were called that, either that or I may be confusing it with Escape Velocity...) as coordinates to indicate where the, um, TARDIS was. That would be rendered as a locker when the map is loaded or when the item is used. As I recall, I couldn't make a dynamic position have the effect of moving the party to another 'town', but I could move them within the same town. So, every town map had a section of the map, the same section in position and dimensions exactly, be an enclosed space with empty void and walled in, that was effectively the 'foyer' area. And that would have a permanent town transfer section that always went to the 'TARDIS' map. Basically, I loaded up the foyer assets needed on every map so that every map could support going into the 'TARDIS'. I cannot remember what I did for leaving the TARDIS, but I do remember making some system for entering coordinates and exiting in at a different place in even a different town.
It was fun to set that up, but making a scenario where such a thing is both A) not stepping on copyright and B ) actually fun without being overpowered was something that wasn't happening anytime soon.
The only other thing of note I remember trying to do was make arenas for battles where the elevation of certain areas switched at certain intervals, trying to make combat a positional maze. I ... don't remember how well that worked out, if it worked out at all. Oh and Kamikaze Moose whose AI scripts I never got to work right. I don't know where that came from. I don't remember why I was trying to add it.
In hindsight, it's a good thing I never actually released what I was working on or I'd have a whole other thing out there to be embarrassed about : ) .My work on the scenario building was more like a kid trying to find weird ways to play with her new toy to make it do crazy things, rather than to craft a proper scenario. Still, the act of trying to do all that, successful in some cases not so much in others, was incredibly helpful. Having a favourite game of mine be a sandbox for learning programming really helped to keep me focused on it, even if I wasn't so focused on the higher level concepts of scenario crafting itself.
As for my old account, even if I wanted to (and trust me, I most certainly do not) I couldn't log into it. I've long since forgotten the password, and the email account associated with it has long since been deactivated. That account is very much dead in every way. Here's to hoping I didn't stand out too much. Now I'm morbidly curious and slightly terrified if you actually can figure out who I was before...