I think mapping for HL2 is much easier and better than HL, but with improvements to the engine and hammer it could be much much better. I'd also like to see the in game visualization be like the actual game. I don't know about unreal or doom3 (never tried them) but in far cry's sandbox editor, the view is actually pretty impressive as it looks just like it would in the game (except with the names of components displayed, which probably can be turned on and off) as I believe it has a full (but modified) cryengine running inside the editor.
Posted by SaintGreg on Mon Jan 3rd at 6:59am 2005
I think mapping for HL2 is much easier and better than HL, but with improvements to the engine and hammer it could be much much better. I'd also like to see the in game visualization be like the actual game. I don't know about unreal or doom3 (never tried them) but in far cry's sandbox editor, the view is actually pretty impressive as it looks just like it would in the game (except with the names of components displayed, which probably can be turned on and off) as I believe it has a full (but modified) cryengine running inside the editor.
Posted by Junkyard God on Mon Jan 3rd at 11:18am 2005
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Posted by Orpheus on Mon Jan 3rd at 11:47am 2005
i hesitate to disagree since i have yet to even open the editor, BUT. speaking as someone who has been around for both since their inceptions, i have seen far more confusion with HL2, than there ever was with HL1.
we all are confused in the beginning, and i anticipate my own levels of confusing topics, but the solutions were more easily implemented in HL1. i have not only seen the same issues arise repeatedly, but the solutions seem to not be universally fixing them.
another point, omitting the rash influx of the nasty killbox, no one can seem to grasp the size difference. many of the new maps i see are comparable to HL1 in area displacement.
i think there is to drastic a step up between HL1 and HL2.
/ 2 cents
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Posted by baalpeor on Mon Jan 3rd at 2:02pm 2005
Yes indeed. In about a week or so you can also switch back, lol!
Doom3 and HL2 are coming for Quark -- yay!
Quark rules!
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Posted by $loth on Mon Jan 3rd at 2:07pm 2005
ditto, I haven't got a single model in .......yet. To me, models if used a lot, seem more like prefabs.
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Posted by Orpheus on Mon Jan 3rd at 2:07pm 2005
Quark rules!
careful, quark is considered on par with "killbox"
in any case, it is used by a small minority, and hardly classifies as "rules"
cash, might beg to differ however
/runs
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Posted by Nickelplate on Mon Jan 3rd at 2:30pm 2005
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Posted by habboi on Mon Jan 3rd at 4:34pm 2005
When i first heard HL2 was coming out i was very excited and thought of all the things i could put in a map with the new source ![]()
After watching loads of videos i was amazed and wanted to put such effects in my maps ![]()
Sure HL1 was a legend but you have got to move on with the crowd and just accept that HL2 mapping opens a dorrway to many possibilities and many great mods to come throughout the years ![]()
Posted by SaintGreg on Mon Jan 3rd at 6:06pm 2005
Yes, new features and new entities and new "stuff" make HL2 more complicated to map for, but its still basically the same as HL. If you know that, you shouldn't have too much trouble figuring out a solution.
Posted by Orpheus on Mon Jan 3rd at 6:15pm 2005
Yes, new features and new entities and new "stuff" make HL2 more complicated to map for, but its still basically the same as HL. If you know that, you shouldn't have too much trouble figuring out a solution.
thats a fair assessment, i just happen to not agree. the difficulty factor isn't just a bunch of kids trying mapping for the first time. there is a rather large portion of the advanced among us also having trouble. we could attribute this to the steam shortcomings, but i don't think that enough to cause this much trouble.
the HL2 maps that are possible, are leagues above anything possible with HL1. i think you are only looking at the surface of the hammer editor and postulating your decision based off its interface.
course, i have been on the wrong side of many fences before. i could be *ahem* wrong *ahem* again.
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Posted by Andrei on Mon Jan 3rd at 6:44pm 2005
Doom3 and HL2 are coming for Quark -- yay!
It's good to see that their site is being updated once again.
[addsig]Posted by Nickelplate on Mon Jan 3rd at 7:38pm 2005
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Posted by habboi on Mon Jan 3rd at 9:26pm 2005
Nope never heard of it :O
The great orph wrong :O
[addsig]Posted by pepper on Mon Jan 3rd at 10:37pm 2005
[addsig]
Posted by Myrk- on Mon Jan 3rd at 11:12pm 2005
I see what you mean... For such a minute change in the engine and system of HL2 theres a lot more processing power to do it all, and Hammer runs like a crippled mule now- I mean, cumon! It's just a load of lines and some very simple 3D model rendering!
Also don't like the way HL2 mapping is so slow. I know some people say to leave HL2 open when you map, but even with my 3000XP Athlon 512Mb DDR system it runs slow in hammer, and after 30 minutes of mapping my system is out of resources! At least it seemed as though Hammer 3.5 only used a bit of Ram, but maybe its just the way you have to use steam to run anything. It's just so annoying compiling and searching through a very restrictive texture set then loading HL2.
Anyone who says HL2 texture set isn't restrictive is a fool! No offence to anyone here, but all the new HL2 maps look identical to me. It's either nature or combine, I'm prone to it too but theres not much we can do with this limited selection.
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Posted by RaPtoR on Mon Jan 3rd at 11:13pm 2005
Posted by Yak_Fighter on Mon Jan 3rd at 11:20pm 2005
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Posted by ReNo on Mon Jan 3rd at 11:23pm 2005
HL2's texture set lends itself far better to real world mapping than HL1's texture set did, so I guess if that is your interpretation of "restricting" then I'd have to agree.
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Posted by Mouse on Mon Jan 3rd at 11:39pm 2005
Anyone ever tried to build maps for Duke3d in the Build editor? That was pretty annoying.
Posted by Nickelplate on Tue Jan 4th at 12:05am 2005
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