The reason this community is dying is because the HL2 mapping community is dying, it's as simple as that.
This is largely a consequence of improving technology and 'better graphics'. The very things that look great in pictures and make hardcore designers giddy are the same things that drive off the amateurs. HL2 has incredible textures that are really realistic, but are so realistic that they can't really be used outside of their designed purpose. Before you could interpret the textures in your own way and use ceilings for walls and etc whereas now it will look just wrong. With model props we can add incredible detail and complexity to areas, but it also requires modeling and texture knowledge to make your own. No longer can you make 'prefabs' and add your own custom detail to maps. These all combine to make maps all look similar and remove an important creative aspect to map making.
I've been saying this for f**king years to people who felt that the Unreal engine's unintuitive hollowing construction, the Doom3 engine's complex and restraining lighting system, or the upcoming Unreal3's superdetailed mesh 3d texture things were good ideas: all they do is shut out the beginning mapper. Source suffers from some of the same things, and add a tremendous loss of knowledgabe mappers to other engines because they viewed Source as not advanced enough and well look what we get.
Also, I haven't seen a single HL2 map reviewing site out there, no level of the week at PHL, no independent guy cranking out reviews, nothing. If you don't think Radium had a large impact on the HL mapping community then you are just silly. The TFC mapping community died the moment his TFC site was closed.
So there you have it, the glory days of mapping, custom content, and computer gaming are over. It's probably for the best if you go buy an Xbox 360 or something, get drunk, and argue with your friends about what weapons are best to tri-wield in Halo3 or something.







