And this is why we can't have nice things. On Mon, Apr 13, 2009 at 3:59 PM, msleeper <[email protected]> wrote:
> If I cared about the hlmappers list I'd subscribe there. > > > On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote: > > Get a grip you twat - read the whole fucking email and you would have > found > > out why it ended up on the hlds. > > > > This is hlmappers email and someone decided to post it on hlds - but if > > you'd have spared 1 ounze of common sense you'd have read what happened. > > > > On Mon, Apr 13, 2009 at 8:15 PM, msleeper <[email protected]> > wrote: > > > > > Cool article but this has what to do with server administration? > > > > > > > > > On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote: > > > > Interesting post on the HLmappers mailing list :-) > > > > > > > > Phil > > > > > > > > 2009/4/5 Nathan Voge <[email protected]> > > > > > > > > > > > > > > I just thought I would throw up this quote from a Gamasutra article > on > > > The > > > > > Cabal: Valve’s Design Process For Creating Half-Life found at > > > > > http://www.gamasutra.com/features/19991210/birdwell_01.htm > > > > > > > > > > [ > > > > > No Good Deed Goes Unpunished > > > > > > > > > > Until the Cabal process got underway, technology was added to > Half-Life > > > > > freely. It was assumed that "if we build it, they will come," > meaning > > > that > > > > > any new technology would just naturally find a creative use by the > > > content > > > > > creation folks. A prime example of this fallacy was our "beam" > effect, > > > > > basically a technique for doing highly tunable squiggly glowing > lines > > > > > between two points; stuff like lightning, lasers, and mysterious > > > glowing > > > > > beams of energy. It was added to the engine, the parameters were > > > exposed, > > > > > and an e-mail was sent out explaining it. The result was … nothing. > > > After > > > > > two months only one level designer had put it in a map. Engineering > was > > > > > baffled. > > > > > > > > > > During the Cabal process, we realized that although the level > designers > > > > > knew of the feature, they really had no clear idea of what it was > for. > > > The > > > > > parameters were all very cryptic, and the wrong combinations would > > > cause the > > > > > beams to have very ugly-looking effects. There were no decent > textures > > > to > > > > > apply to them, and setting them up was a bit of a mystery. It > became > > > very > > > > > clear the technology itself was only a small part of the work and > > > > > integration, training, and follow-through were absolutely necessary > to > > > make > > > > > the technology useful to the game. Writing the code was typically > less > > > than > > > > > half the problem. > > > > > ] > > > > > > > > > > It still seems that this problem is still around Source modding, > > > > > mapping,... The technology is there to do almost anything we want, > but > > > we > > > > > still have to search and trial and error for hours to achieve it. > I'm > > > > > speaking as someone who has left and returned to many of my maps > over > > > and > > > > > over again because I don't have the time for another full time job > - > > > and > > > > > that is what it currently takes to make sense of it all. I'm only > > > posting > > > > > this because the L4D SDK is on the horizon and I'd love to get my > ideas > > > into > > > > > maps without having to reverse engineer maps (I talk here about the > > > complex > > > > > example maps that are sometimes included in the SDKs and not > decompiled > > > > > maps), or trial and error (guess) what entities work together, or > have > > > to > > > > > wait/search for community tutorials. Please improve this > drastically > > > with > > > > > the next SDK release. I know I and the rest of the community would > > > thank you > > > > > Valve. > > > > > > > > > > ~Nate > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

