after playing around in the Call of Duty games, it has become apparent to me that all the mapping and level design in Call of Duty 4, World at War, and Modern Warfare 2...are brush-based engines. Just like the Source engine.
First of all, am I wrong about that assumption? But looking at all the buildings and models and displacements, it all looks like what I would call "the perfect Source engine". I can see where brushes meet up, models are attached to brushes, displacements merge with skybox textures, etc. How can something so similar to Source feel and perform so differently?
In addition, it seems that if the two engines are similar, then Valve could enhance the Source engine significantly to keep pace with Modern Warfare 2's spectacular graphics quality, while veritably running circles around Infinity Ward's writing department. And who doesn't want to see aliens and hi-tech Combine soldiers on the COD engine, or a highly enhanced Source engine that strives to emulate the COD engine's graphics quality?
Second question. I know modding has been shot down in Modern Warfare 2, but what about Call of Duty 4? Is there an SDK for the Call of Duty games? I would love to learn it...because I would assume certain similarities between Hammer and the program used to make COD levels.
So any thoughts or opinions on this topic?
EDIT: Here's some youtube videos of mapping in the call of duty 4 engine...seems pretty cool but perhaps with limitations that Hammer doesn't have. For example, the call of duty engine may not be able to automatically sew its displacements, requiring manual sewing. The trade-off is more flexibility of what sizes of displacements can be sewn via manually doing it.
http://www.youtube.com/watch?v=TVlELyGFqDs
http://www.youtube.com/watch?v=f9EGzPSSfZk
http://www.youtube.com/watch?v=8xsGbOK38-I












