It is currently Wed May 15, 2024 2:10 am
Ark11 wrote:I don't understand why there are so many of those crappy amateur maps. It seems that people put no effort into their maps and they end up releasing utter shit maps like fy_iceworld. I'm not saying that people should only release top-grade commerical quality professional maps, but make a map to the best of your ability.
But of course, a person shouldn't go out and release an utterly terrible map, if thats the best they can do. If your skill level is making a blocked out room with dev textures and fullbright, then you should not release maps. You should practice until you have a decent skill level, not pro but good enough to be respectable. For instance, I spent around 2 years learning how to use various level design tools until I released my first map; which is how it should be done.
jangalomph wrote:Wise words from a wise man. ^
Craminator wrote:I've been away from modding for a few years working and playing live music. I came back about 2 months ago to start on a map for CS:S, and the SDK hasn't changed much. Did valve care more about their SDK developments in the early days of the source engine, when they expected everyone to release content for them? Did they realize by mid 2009 that there was a lot of low quality content being created for their titles (namely orange maps in CS:S, and DOD:S); which in turn made their titles look like showcases for amateur level designers who don't have the wits to use the tools?
Secondly, are the fundamentals of the engine too outdated for a true need to upgrade the editor/compilers? The source engine is still using upgraded quake2 technologies. It was released in 2004 - that's 7 long years of minor upgrades, and few improvements. If you want to factor in that the Source engine is still a modded Quake2 engine we're griping about 15 year old technology.
1997 1 (December 9th)quake2 engine released
1998 2 (November 19th)half-life engine released
1999 3
2000 4
2001 5
2002 6
2003 7
2004 8 (November 16th)Source engine released
2005 9
2006 10 (Engine update)
2007 11 (Engine update)
2008 12
2009 13 (Engine update)
2010 14
2011 15 (I now have the option of 'Source engine MP' in my list and nothing new that stands out!)
On a positive note, veteran developers of all calibers are comfortable with the Source engine. It's very flexible and powerful in the right hands. You can always count on a *.qc with *.smd run through studiomdl.exe with basic/advanced parameters will give you a model which the engine can run. I think this ancient proven technology still has a lot of power and potential. This engine is wonderful and people have done amazing things within its boundaries. We'll have to wait and see if they give us a re-vamped Hammer editor. Or even a more dynamic and powerful non third party model and material compiling GUI, which works with hammer.
If any of you keep up with Id software's tech5 engine, and the IW engine (COD engine). You'll notice that modding and indie development are not at the forefront. Big developers aren't too interested in community driven content. Carmack set us all straight in his keynotes about open development on the Tech5 engine, it was a 10 minute "Yeah... but no.". Are they closing their doors to the average Joe mapper, to ensure top notch content? Are they saving the average Joe from a mental melt down from the learning curve that comes along with the engines? Or is it both?
UDK is downloading to my PC right now. It looks like the UnrealED from the original Unreal game, and all the titles throughout. Their encouraging people to get into the game development industry. Sweet! I remember making maps for Unreal Fortress in the early 2000's. Coming from the quake worldspawn where leaks can ruin 10 hours of work, subtractive worldspawn is a dream to work in. I still love the source engine, and feel like I have a lot to explore within it.
Smurftyours wrote:None can beat my series of shit maps from the last night.
Ark11 wrote:Smurftyours wrote:None can beat my series of shit maps from the last night.
When are these Shit Map Nights?
jangalomph wrote:Wise words from a wise man. ^
ScarT wrote:Craminator wrote:I've been away from modding for a few years working and playing live music. I came back about 2 months ago to start on a map for CS:S, and the SDK hasn't changed much. Did valve care more about their SDK developments in the early days of the source engine, when they expected everyone to release content for them? Did they realize by mid 2009 that there was a lot of low quality content being created for their titles (namely orange maps in CS:S, and DOD:S); which in turn made their titles look like showcases for amateur level designers who don't have the wits to use the tools?
Secondly, are the fundamentals of the engine too outdated for a true need to upgrade the editor/compilers? The source engine is still using upgraded quake2 technologies. It was released in 2004 - that's 7 long years of minor upgrades, and few improvements. If you want to factor in that the Source engine is still a modded Quake2 engine we're griping about 15 year old technology.
1997 1 (December 9th)quake2 engine released
1998 2 (November 19th)half-life engine released
1999 3
2000 4
2001 5
2002 6
2003 7
2004 8 (November 16th)Source engine released
2005 9
2006 10 (Engine update)
2007 11 (Engine update)
2008 12
2009 13 (Engine update)
2010 14
2011 15 (I now have the option of 'Source engine MP' in my list and nothing new that stands out!)
On a positive note, veteran developers of all calibers are comfortable with the Source engine. It's very flexible and powerful in the right hands. You can always count on a *.qc with *.smd run through studiomdl.exe with basic/advanced parameters will give you a model which the engine can run. I think this ancient proven technology still has a lot of power and potential. This engine is wonderful and people have done amazing things within its boundaries. We'll have to wait and see if they give us a re-vamped Hammer editor. Or even a more dynamic and powerful non third party model and material compiling GUI, which works with hammer.
If any of you keep up with Id software's tech5 engine, and the IW engine (COD engine). You'll notice that modding and indie development are not at the forefront. Big developers aren't too interested in community driven content. Carmack set us all straight in his keynotes about open development on the Tech5 engine, it was a 10 minute "Yeah... but no.". Are they closing their doors to the average Joe mapper, to ensure top notch content? Are they saving the average Joe from a mental melt down from the learning curve that comes along with the engines? Or is it both?
UDK is downloading to my PC right now. It looks like the UnrealED from the original Unreal game, and all the titles throughout. Their encouraging people to get into the game development industry. Sweet! I remember making maps for Unreal Fortress in the early 2000's. Coming from the quake worldspawn where leaks can ruin 10 hours of work, subtractive worldspawn is a dream to work in. I still love the source engine, and feel like I have a lot to explore within it.
That doesn't seem too unlikely. Their support for server plugins have gone down alot over the last couple of years, because it ruined the core gameplay for new players, thinking they bought some terrible game.
I could easily see the same thing happening with levels. What sucks even more is the fact that they're not even open about it, because they don't want to offend said shitty mappers.
I guess I need to step up my game, and make my own god damn editor.
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