Honestly I think the whole HL2Studio ordeal was one big fake.

/ScarT


2009/6/7 Brandished <[email protected]>

>
> Heh, the infamous HL2Studio.  That was apparently sold off to "someone",
> there aren't many details on what happened to it.
> http://developer.valvesoftware.com/w/index.php?title=HL2Studio&oldid=18823
>
> Also, what's with all this talk about _not_ "dumbing down" (ie:
> simplifying) the editor silliness?  I could see the argument if simplifying
> an editor came at the cost of losing features and the level of
> customization, but that wasn't really stated or implied. "133t m...@pp3r"
> syndrome is the main reason I stopped visiting FPSB (along with the loads of
> malicious java/flash exploits that seem to keep showing up there). A level
> editor exists to "dumb down" the process of making maps to begin with by
> design. I don't hate math, but I still would not enjoy plotting out all the
> 3D coordinates for a level's geometry using a pencil, a sheet of paper, and
> an abacus.
>
> I always considered the point of a level editor to be making levels, not
> weeding out the "unworthy".  I think the biggest challenge in making a map
> should be mainly coming up with a great idea on paper or in your head;
> something that would be enjoyable to play through, something that isn't a
> complete carbon copy of what already exists, and something that will work
> well with a game's design and the game engine's limitations in mind, not
> translating that idea into something playable.  I don't think I've ever
> played a game and thought, "Geez, I sure wish this game had less levels,
> there's just way too many, I'll never be able to finish it". Time is enough
> of a limiting factor when it comes down to level design as it is, regardless
> of the tool used.  Many major game studios nowadays have at least 3 people
> that work on a single level to begin with, one that shapes and lays out the
> geometry, another that handles the scripted sequences and entity IO, and
>  another that handles the texture work / lighting / art.
>
> Lets leave weeding out the "unworthy maps/mappers" to the players, if you
> completely ignore what they would like to see in a map, you risk them
> ignoring what you make, regardless of how much effort goes into it.
>
>
> ----- Original Message ----
> From: Tobias Kammersgaard <[email protected]>
> To: Discussion of Half-Life Mapping <[email protected]>
> Sent: Saturday, June 6, 2009 5:58:49 PM
> Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size
>
> Is there any chance I could see this editor you're working on? I remember
> there was an entry on the VDC ages ago about another editor. I think it was
> called HLEditor or something like that. The GUI pretty much just looked
> like
> XSI with some green colors upon it.
> The maximum sizes for a map in Hammer (and in Source?) is -16384,
> 16384 (found in base.fgd)
>
>
> /ScarT
>
>
> 2009/6/6 Alex Guichet <[email protected]>
>
> > 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?
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > _______________________________________________
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> > archives,
> > > > > please visit:
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> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > _______________________________________________
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> archives,
> > > > please visit:
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> > > >
> > > >
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> > > please visit:
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> > >
> > >
> > >
> > >
> > >
> > >
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> >
> >
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