O_O No. Not dumbed down at all. You took it completely wrong. I want to make a new set of more powerful tools to make it easier for designers to have a higher amount (and consequently easier) of control of their map design. I plan to have the ability to do everything you can currently do in hammer in my editor. But I mean, have you seen the CryEngine sandbox editor or even UnrealEd? There is a learning curve for all of them, but each of them have their own tools that make those editors so great. CryEngine is amazing with displacements. UnrealEd is nearly perfect (acoording to some). I find that hammer, while indeed powerful, does pale in comparison for designers to those editors. I (and other designers) have found that it is much easier to make better things in those editors much easier.
I am in NO WAY going to dumb down this editor whatsoever. If you actually read my last message, I didn't mention a single thing about dumbing down the editor... I only mentioned "much more powerful editor with easier to use tools". All of my tools will still have extremely high levels of configurability, and you can still do everything the old way. I'm not cutting out any features at all. By the way, I'm working on this editor with several other WELL ESTABLISHED map makers of the HL community (one who does have a published community map), and they're passing their thoughts off to me that they think would make an editor better. Everyone has their own complaints for hammer, and I'm trying to fix it. I'm NOT trying to make a "beginner's" map editor by any means. Alex Guichet On Sat, Jun 6, 2009 at 1:41 PM, Mike Zimmermann <[email protected]> wrote: > (Redirected by <[email protected]>) > > > > So you really just want a dumbed down version of Hammer with drag and drop, > easy peezy look like shitty? The high level of control of Hammer is what > makes it so appealing and easy to use. Sure it has a huge learning curve > but > if someone *really* wants to make a map for a HL game, they will learn it. > I > consider it to be weeding out the weak. > > -Mike > > > On Sat, Jun 6, 2009 at 3:03 PM, Alex Guichet <[email protected]> wrote: > > > Well basically I feel that hammer is not a good map editor for > designers... > > Hammer, in my opinion, is more suited for programmers. So we're working > > with > > tools designed for "programmer art". I think that if there is a much more > > powerful editor with easier to use tools (don't say it's not possible) > than > > I have a feeling that the quality of maps will skyrocket. And maps are > > pretty good now. I have a lot of map maker friends (one who has a > published > > community map on TF2) that say Hammer doesn't get the job done in terms > of > > design. > > I'm not really talking about major major changes yet, but some basic > > additions are: > > 1) Multi user map design. (More than one editor working on a map at the > > same > > time, be able to watch changes in (close to) real time > > 2) Preprogrammed (and editable) entity tools for maps... stuff like drag > > and > > drop train tracks... click to place CP's... etc. Really just to make it > > easier for designer. > > 3) Drag and Drop everything. Drag and drop a model on to the ground, drag > a > > texture onto a wall, etc. > > 4) Better Model and Texture browsers. Tagging. Tag all of the skyboxes, > > custom textures, walls, tf textures, anything you want. Works for both > > models and textures (at the moment). > > > > Anything else I should add? I'm only working on community feedback for > what > > should go into this editor. I consider everything. > > > > Alex Guichet > > > > > > > > On Tue, Jun 2, 2009 at 1:59 PM, Brandished <[email protected]> > wrote: > > > > > (Redirected by <[email protected]>) > > > > > > > > > > > > > > > Wait, what do you mean by "make a DESIGNER"? > > > > > > Yes, late reply, I know. > > > > > > > > > ----- Original Message ---- > > > From: Alex Guichet <[email protected]> > > > To: Discussion of Half-Life Mapping <[email protected]> > > > Sent: Thursday, May 28, 2009 5:00:37 PM > > > Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size > > > > > > Thanks. This is really helping. > > > I'm trying to oriented source engine mapping solution by > > > reverse engineering the VMF file (of sorts)... so far I've got some > > simple > > > brushwork going... I just want to have warnings that will let a > designer > > > know when they're hitting a limit (if it's even necessary). > > > > > > So far this is great help. Anything you map makers want that you think > is > > > crap or needs to be changed in hammer? > > > > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
