Just my toughts:

1) multi user:
I would not have a use for it myself  ;-)

2) preprogrammed entity's:
Already exists in some way , there are entity prefabs with scanner on a path 
and  stuff, even can create your own.
I'm not into tf2 editing so I don;t know how the cp's are setup and if they 
included prefabs for it.

3-4) Don't see how drag and drop would make the work faster/easyer then just 
a click to apply a texture.
I think it would be nice to have the model browser and texture browser open 
at all times on my 2nd monitor tough
aspecially for models, now you have to browse trough all the files eatch 
time.
(if the model is already placed in the map its faster to copy paste it in 
the 3d view then browsing for it)

Yeah sandbox has a better terrain system if youre talking about multiple 
textures layered on top of eatchother.
(I only worked with sandbox 1 so far)
I would have find it better if eatch map used their own blend texture that 
contained 6 textures or more instead of just 2
but that is a engine thing and doubt it can be changed trough the mapeditor.

Finally I think hammer is a pretty easy program already and if someone can't 
learn how it works, they won't be able to learn the
engine technology behind it to create a good map either.



----- Original Message ----- 
From: "Alex Guichet" <[email protected]>
To: "Discussion of Half-Life Mapping" <[email protected]>
Sent: Saturday, June 06, 2009 10:03 PM
Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size


> 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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>>
>>
>>
>>
>>
>>
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