oh btw, i stopped opening snarkpit when it changed from .com to .net, so i thought it was under construction , until habboi told me its open for a long time, so i got back here...and im sure lots of other members left for not knowing its back with a .net on it . . .
Posted by Dark|Killer on Sun Oct 16th at 2:30pm 2005
oh btw, i stopped opening snarkpit when it changed from .com to .net, so i thought it was under construction , until habboi told me its open for a long time, so i got back here...and im sure lots of other members left for not knowing its back with a .net on it . . .
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Posted by Forceflow on Sun Oct 16th at 2:38pm 2005
We're always complaining about the hordes of noobs flooding the boards, but there are lots of interesting, polite new members too ... I'm not biased for or against any members in particular, but it's not all bad, you know.
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Posted by Myrk- on Sun Oct 16th at 2:43pm 2005
Definitely because of HL2 etc. HL1 was a cultist mapping situation- to map you had to put in effort. Nowadays HL2 encourages n3wbs to map. Sux.
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Posted by G4MER on Sun Oct 16th at 2:50pm 2005
Posted by Captain P on Sun Oct 16th at 2:54pm 2005
But hey, maybe we need to give it another year like others already said?
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Posted by Underdog on Sun Oct 16th at 3:48pm 2005
Get with the program then. Fishy already established that its "Other" " SRC="images/smiles/icon_wink.gif">
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Posted by Andrei on Sun Oct 16th at 4:15pm 2005
Wrong. You see, the HL1 engine wasn't a very strong one. You didn't have to bother adding tons of details and stuff like that in order to have something cool (not exceptional, but cool). Now you spend hours just decorating a single corner. If you actually give a damn about how your map looks, I mean. True, you get lots of stuff for granted (props), but many still use good ol' brushes for most ornaments.
And HL2 doesn't encourage n3wbs to map more than HL1 did when worldcraft came out. There are n00bish killboxes for every FPS you can imagine, from heretic to UT2004.
This is, at least, how I see the problem. Like Orph would say, my 2 cents/.
Posted by Underdog on Sun Oct 16th at 4:38pm 2005
Wrong. You see, the HL1 engine wasn't a very strong one. You didn't have to bother adding tons of details and stuff like that in order to have something cool (not exceptional, but cool).
No but you had a much smaller window of success with HL1. Since 1,000 was the upper limit upon which true success was measured against I feel that it was a bit harder to succeed with HL1 than HL2 ever will be. Another point is, you didn't have a bunch of pre-made props to spice things up to take peoples minds off of boring architecture.
I'm siding with Myrk on this one. I am not siding against you Andy, but I think you misunderstood his reply.
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Posted by ReNo on Sun Oct 16th at 5:02pm 2005
What I feel has changed the most about the snarkpit since its early days, is the removal of mapping from the community. I mean obviously it is the common thing that binds us, but how many of our active and vocal members are actually working on a mapping project at any given time? Back in the early days (when the site was white) we didn't have all that many members, but everybody was dedicated to mapping and it was uncommon for there not to be at least a couple of maps being worked on intensively. Can we say that about the site these days?
While we have lost most of the website's early adopters, some of the latter day HL1 mappers have now become our site's "old school". On top of that, the fly-by-night members that joined with the arrival of HL2 have mostly come and gone, and we've been left with a set of new and valuable members who have stuck it out. We can't expect everybody to hang around, year after year, particularly not if their interest in mapping has wained. Hopefully we'll retain some old names and faces that can remember the way things used to be, but seeing new members joining the ranks and old ones fading out keeps things fresh, for better or worse.
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Posted by Windows 98 on Sun Oct 16th at 5:04pm 2005
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Posted by Addicted to Morphine on Sun Oct 16th at 5:22pm 2005
I disagree. I think it was easier to make a relatively good looking map. Nowadays, people who make maps have to compete with what teams of people at Valve have put out. There are so many elements of the map that people have to be fluent in (displacements, props, 3D skyboxes etc) and the custom content is now much harder to make. I mean -- I tried my hardest to figure out how to make my own materials... and I just couldn't figure it out. Before -- all you had to do was import something into wally and there you go, instant texture. The only thing you had to worry about was giving it the right sound when its shot/hit.
With the complexity of HL2 and the overall visual quality and level of detail the bar has been set much higher. Good maps require hours upon hours more to detail and create a quality feeling.
Some people have adopted well to this new approach, and can still create great looking maps. However, for those of us who can't keep up, our shortcomings are much more evident. That's why it's harder in my mind to map for HL2. You say that people should be judged by the quality of the map relative to their ability. While that's really nice of you and quite generous, I feel the reality is that most people (including myself) judge the quality of a map relative to the official ones.
Posted by Underdog on Sun Oct 16th at 5:28pm 2005
What is your fixation with Orpheus? About every third complaint from you has his name attached to it. God, to hear you talk he was the glue that binds.
@ Mr. Reno. You more less captured my intent. You not only reflected my thoughts, but in a way, corroborated my earlier post in this thread. There is a difference here. It may or may not be boring exactly, but something was lost. I for one hope we recapture some of it.
I disagree on one point. We have more than enough people mapping right this moment. What we are lacking is interaction within them. When was the last critique? The last review? When was the last anything?
Its not the lack of mapping members, its the lack of the rest of us.
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Posted by Andrei on Sun Oct 16th at 5:41pm 2005
I think it was easier to make a relatively good looking map. [...] There are so many elements of the map that people have to be fluent in (displacements, props, 3D skyboxes etc) and the custom content is now much harder to make. [...]
With the complexity of HL2 and the overall visual quality and level of detail the bar has been set much higher. Good maps require hours upon hours more to detail and create a quality feeling.
Exactly my point. Well said, sir
And BTW, where is Orph?
Posted by Underdog on Sun Oct 16th at 5:49pm 2005
I think it was easier to make a relatively good looking map. [...] There are so many elements of the map that people have to be fluent in (displacements, props, 3D skyboxes etc) and the custom content is now much harder to make. [...]
With the complexity of HL2 and the overall visual quality and level of detail the bar has been set much higher. Good maps require hours upon hours more to detail and create a quality feeling.
Exactly my point. Well said, sir
.
And BTW, where is Orph?
Who cares about him anyway? Give it a rest.
Still I feel you two are missing a valid point. Think on it this way. Everyone knew 1,000 was the upper limit on maps. People tried to exceed it but damned few actually succeeded. The margin for error was incredibly tiny. Now theres the point you two are making. YES, the learning curve is much,much steeper, but the room for success is also much,much broader.
Making maps was harder with HL1 because of its small window of success. Far fewer people made it than you think. When you consider that everyone had the same opportunity for success with HL1 and so few did, thats got to say something for the difficulty factor.
Also, it sounds almost like neither of you truly comprehend the difficulty one faced making truly successfully maps for the HL1 engine. I could be totally off the mark, but just judging by your words, I think not.
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Posted by Addicted to Morphine on Sun Oct 16th at 6:37pm 2005
Who cares about him anyway? Give it a rest.
Still I feel you two are missing a valid point. Think on it this
way. Everyone knew 1,000 was the upper limit on maps. People tried to
exceed it but damned few actually succeeded. The margin for error was
incredibly tiny. Now theres the point you two are making. YES, the
learning curve is much,much steeper, but the room for success is also
much,much broader.
We've got different opinions about what the r_speed limits meant in terms of a map. Correct me if I'm wrong, but you were saying that the meager limits on regular brushes made it harder for people to succeed, and that the margin of error was tiny. I agree to the extent that there was less to judge and therefore every component/brush/model/texture was therefore worth more... but that doesn't mean it was harder to map for HL1. The potential size of HL2 maps is a huge hurdle for most mappers. Mappers for HL1 could concieve of an idea and actually handle the size of what they were trying to do. The r_speed limits kept things simpler, more elegant, and easier to make.
So, extrapolating what you've said, I'm assuming you also think that the margin for error now is greater? I can't agree with you there. With the higher quality and more realistic settings, its easier for poorly made areas to stand out as ugly and incongrous. Before, "ugly" structures or architecture were perfectly fine because those were the limitations. Just compare the original cs_assault with the new source version. The original cs_assault was almost like a symbolic representation of a warehouse in the middle of a city. People accepted that it didnt look realistic. The new version is so unbelievably detailed and developed any tiny detail that didn't appear realistic would stick out like a sore thumb.
I also don't agree when you say the room for success is also much, much broader. You seem to be ignoring my point about how in order to have a successful map you have to compete with entire teams of professionals at Valve who set the standard.
Nowadays you need a team to create something original or noteworthy. Look at de_inferno. Do you think a single mapper (creator is a better word now since maps involve much more than just mapping) would have much of a chance creating all the custom materials, props, and the physical brushes? It would take much longer (and much more effort) than a similarly heralded map in HL1. Given the new heavy requirements for a great map, I would say the room for success is much, much narrower.
Making maps was harder with HL1 because of its small window of success. Far fewer people made it than you think. When you consider that everyone had the same opportunity for success with HL1 and so few did, thats got to say something for the difficulty factor.
Also, it sounds almost like neither of you truly comprehend the difficulty one faced making truly successfully maps for the HL1 engine. I could be totally off the mark, but just judging by your words, I think not.
You come across as rather elitest here. You claim you are the only of us three who "truly comprehend the difficulty one faced making truly successful maps for the HL1 engine." I have seen nothing that would indicate this true comprehension, except that we have different opinions about differences in mapping across HL1 and HL2 --- in which case I could say the very same thing... judging by your words you don't truly comprehend the difficulty one faced making truly successful maps for the HL1 engine.
But then we'd be going in circles wouldn't we?
Just take my words objectively, rebuke the things that strike you as wrong, and tell me why. Don't question my intelligence simply because we have different opinions.
Posted by French Toast on Sun Oct 16th at 6:43pm 2005
I can't really say why it's boring in here, because I on't agree with that statement. I feel that there's just a lul in activity. Many threads are still interesting, it's just that the mapping part has sort of hit a plateau.
I'm sure that things will kick up eventually, maybe some older members will come back, but there really isn't anything wrong or boring with this community, I think osme of us are afraid of change, and others just have frequented less with the lack of maps.
I personally have a terribly low attention span, and can never really finish, or make a map what I want it to be. I therefore slipped out of it, and keep feeling like I'd like to begin again, but just can't get that one good idea to really get me interested.
Anyhoo, I may just be talking out of my ass.
P.S., I too miss Orpheus, he kind of taught me basic internet etiquette. When I first came here, I was quite the n00b of the net, but we had our quarrels and I thank him for his help. plus I just think he was a good guy
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Posted by Windows 98 on Sun Oct 16th at 6:51pm 2005
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Posted by Underdog on Sun Oct 16th at 7:03pm 2005
I have nothing against the man. I just find it odd that he is so often mentioned when someone finds it necessary to express themselves. Have some pride. If you cannot express yourselves freely, why bother expressing yourselves at all.
I also would like to clarify. My opinions on mapping are 100% Deathmatch based. I do not take any other mod into account and as such do not hold them liable for my feelings on the mapping community. You cannot compare easily Counter-Strike mapping with DM, nor can you truly compare Single-Player to TFC.
I still contend that it was harder to map for HLDM successfully. We each measure success differently to be sure, but any or all of us will eventually base our opinions on one factor. R_Speeds. No matter how well, or poorly it was made this is the base computing factor when success is made. Followed closely by the rest, such as: Fun factor,architecture,connectivity and so forth. You can rearrange your priorities any way you wish, but if you do not hold R_Speeds in the top slot you are... In denial.
As for clarifying how I determine the breath and width of success possibilities for HL2 compared to HL1. I feel the room for success is broader BECAUSE of the things you mention, not in spite of them. You can succeed with or without props. You can succeed with a large map or small. You can succeed even if its built poorly because of the cosmetics provided with props, you can succeed in many more ways than simply maintaining a low r_speeded map.
Elite? Hardly. My comments are simply stating my viewpoints and if they come across that way, its something you need to address not I since I am not the one whom is confused about them.
I would however like to say, I apologize for any misunderstanding about my position on the community. I am hardly against HL2 mapping since its the future of the site in general. My goal was to charge everyones engines in the hope of making some camaraderie and thereby possibly incite more into action.
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Posted by Addicted to Morphine on Sun Oct 16th at 7:21pm 2005
Also -- it's hard to catch meaning and inflection, and if I read something differently than how you intended, its not me reading into a phrase or having some sort of personal problem that I need to resolve, its you needing to write with a little more clarity and perhaps with a few smilies to soften otherwise hard words. Like so,
Edit: I almost forgot, how is someone asking about the whereabouts of Orpheus equal to not having enough pride to freely express oneself? I don't think win98's or Andrei's comments demonstrated any sort of personal intellectual weakness.
Posted by Andrei on Sun Oct 16th at 7:21pm 2005
? quote:
Who cares about him anyway? [he's one of the oldest and most active members of this community. why wouldn't we care about him?]
I just find it odd that he is so often mentioned when someone finds it necessary to express themselves. [no, he just happened to be mentioned in that context. and it's not like we're asking him what to say each time we want to "express" ourselves]
If you cannot express yourselves freely, why bother expressing yourselves at all. [I really can't see how simply mentioning someone's name prevents me from "expressing myself freely". ]
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