Valve should hire me for my entity magic powers.

I've bent, pushed, broken, and abused those poor little things.  I had a
randomly generated maze in *Left 4 Dead 1.  *Notably the bot AI couldn't
really deal with it (but it was short and simple enough that they never
pushed themselves into a corner frequently).

I even designed an almost-functional map for TF2 that had *completely
destructible buildings* (one team could build them, the other destroy
them).  Took something like 5 entities per section of wall (which itself was
several brush entites).  I've since lost the source, and had two areas with
problems (had to do with sections that required previous sections: one would
continuously spawn, the other wouldn't destroy itself properly when the
lower "supporting" section died), nor was it intended to be a playable map,
just a test to see if I could.

Draco18s


On Thu, Sep 22, 2011 at 1:39 PM, Adam Sierra <[email protected]> wrote:

> Honestly if I was working for Valve, I'd rather not be a level designer.
> I'd want to be the guy who advises and directs the level designers, giving
> them pointers on how to improve various things in their levels, offering
> creative ideas and workarounds for issues.
> For instance, one thing I noticed a lot in their level designers, is that
> many of them don't seem to have a background in programming, which means
> their levels suffer in areas that could have done something awesome if they
> just leveraged the full power of all the logic entities. There is so much
> unrealized potential, and it saddens me when I see the level designers
> waiting on programmers to simply add something cool to the engine for them
> to use, instead of being fully creative with the entities already available
> and making something awesome.
> Also I really enjoy looking over other mappers work, and offering advice
> and
> pointers, perhaps jumping into their map and showing how to do stuff hands
> on myself.
>
> This also has the bonus of me being able to help add value to the game, and
> keep the developers engaged and improving, while also being able to still
> be
> a hobbyist level designer at home, where I have full creative freedom to
> build whatever I can imagine. Everyone wins.
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>
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