<div class="IPBDescription">i see them being made then poof...</div> like the title sais, everytime i glance through this mapping forum i see all these awesome maps getting made, but i never see them getting played, whats the deal?
1) The mapper gets bored with the project. 2) The mapper hits the HL1 Engine Limits 3) The mapper doesn't properly promote his map. 4) Players dislike custom maps, it never gets played. 5) The map doesn't play well but looks good. 6) The map plays well but looks heinous.
And many more...
I can guarantee you that mapping will become 120% easier using the Source Engine, less compile errors, less entities to be hand-created. Less work and more product.
7) Maps that play horribly and look heinous are being preffered over the map in question which is not similarilly afflicted. This is most likely due to a too big download size, alcohol or brain damage of the user(e.g. barely textured siege maps with horrible game play and loads of bugs as well as horrid r_speeds).
<!--QuoteBegin-Soylent green+Apr 27 2004, 11:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 27 2004, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 7) Maps that play horribly and look heinous are being preffered over the map in question which is not similarilly afflicted. This is most likely due to a too big download size, alcohol or brain damage of the user(e.g. barely textured siege maps with horrible game play and loads of bugs as well as horrid r_speeds). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ambeke suffers this as well... so does the rest of my work.
<!--QuoteBegin-Zazi+Apr 28 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zazi @ Apr 28 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+Apr 27 2004, 11:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 27 2004, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 7) Maps that play horribly and look heinous are being preffered over the map in question which is not similarilly afflicted. This is most likely due to a too big download size, alcohol or brain damage of the user(e.g. barely textured siege maps with horrible game play and loads of bugs as well as horrid r_speeds). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ambeke suffers this as well... so does the rest of my work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wow, you scrapped the almighty sexiness that is Ambeke to work on co_siegedust_de_cs_aztec?
But yeah. Mapping is hard work, and the Half-Life engine seems to have a vengeance against mappers, especially people trying to make NS maps.
Contrary to popular opinion, however, i believe that HL2 mapping will be as difficult if not moreso than Half-Life mapping. Purely because more detail is required and it will still have the same abnoxious compile process. And i can't see this compile process getting any quicker, infact, i believe compiling will be a whooooole lot more annoying with HL2.
<!--QuoteBegin-esuna+Apr 28 2004, 07:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Apr 28 2004, 07:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Zazi+Apr 28 2004, 07:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zazi @ Apr 28 2004, 07:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+Apr 27 2004, 11:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 27 2004, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 7) Maps that play horribly and look heinous are being preffered over the map in question which is not similarilly afflicted. This is most likely due to a too big download size, alcohol or brain damage of the user(e.g. barely textured siege maps with horrible game play and loads of bugs as well as horrid r_speeds). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ambeke suffers this as well... so does the rest of my work. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Wow, you scrapped the almighty sexiness that is Ambeke to work on co_siegedust_de_cs_aztec?
But yeah. Mapping is hard work, and the Half-Life engine seems to have a vengeance against mappers, especially people trying to make NS maps.
Contrary to popular opinion, however, i believe that HL2 mapping will be as difficult if not moreso than Half-Life mapping. Purely because more detail is required and it will still have the same abnoxious compile process. And i can't see this compile process getting any quicker, infact, i believe compiling will be a whooooole lot more annoying with HL2. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> HL2 compile times will be high, way high but the amount of errors both compiler and runtime will be considerably less.
<!--QuoteBegin-Mendasp+Apr 28 2004, 07:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 28 2004, 07:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Zazi is that kind of mappers that say his work is **** when it obviously isn't. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yeah. He needs a slap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
1) The mapper gets bored with the project.
2) The mapper hits the HL1 Engine Limits
3) The mapper doesn't properly promote his map.
4) Players dislike custom maps, it never gets played.
5) The map doesn't play well but looks good.
6) The map plays well but looks heinous.
And many more...
I can guarantee you that mapping will become 120% easier using the Source Engine, less compile errors, less entities to be hand-created. Less work and more product.
I'm holding off until then.
~ DarkATi
Ambeke suffers this as well... so does the rest of my work.
Ambeke suffers this as well... so does the rest of my work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow, you scrapped the almighty sexiness that is Ambeke to work on co_siegedust_de_cs_aztec?
But yeah. Mapping is hard work, and the Half-Life engine seems to have a vengeance against mappers, especially people trying to make NS maps.
Contrary to popular opinion, however, i believe that HL2 mapping will be as difficult if not moreso than Half-Life mapping. Purely because more detail is required and it will still have the same abnoxious compile process. And i can't see this compile process getting any quicker, infact, i believe compiling will be a whooooole lot more annoying with HL2.
Ambeke suffers this as well... so does the rest of my work. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wow, you scrapped the almighty sexiness that is Ambeke to work on co_siegedust_de_cs_aztec?
But yeah. Mapping is hard work, and the Half-Life engine seems to have a vengeance against mappers, especially people trying to make NS maps.
Contrary to popular opinion, however, i believe that HL2 mapping will be as difficult if not moreso than Half-Life mapping. Purely because more detail is required and it will still have the same abnoxious compile process. And i can't see this compile process getting any quicker, infact, i believe compiling will be a whooooole lot more annoying with HL2. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
HL2 compile times will be high, way high but the amount of errors both compiler and runtime will be considerably less.
~ DarkATi
Yeah. He needs a slap <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->