Blister, no. I have no real time. I have 56k and would never be able to even playtest one and.. I fear a steam update on dialup.
Duncan.. As we both know, I am one of the minority who think killbox makers and players are stupid. I have been told multiple times how... WRONG I am for such a view but I still see it thus.
That said, I am not stupid enough to not acknowledge gross numbers and as such, the dummies playing those stupid things still out number legitimate maps.
Anyway, the topic has seesawed so much now that I am unsure whats been said, and whats yet to be said. In other words, I admit I am confused at this point which way to reply.
In the end, I have said so many times now my fingers hurt typing it. HL2 is harder to map for, but the tools to do it with are more advanced so making maps is truly no more difficult that it was for HL1. The ability to create a map for HL1 is more difficult to succeed at because the ability to produce even normal things is/was harder with the limits of the engine.
How many times have you either:
1) scrapped a map because you couldn't fall within the R_Speed limit?
2) had to dummy one down to a point to where it didn't resemble what you had designed in your head?
You reached the limits so fast, that the maps often failed due to them. With HL2, I have yet to see any map exceed the engines limits. THAT doesn't mean there aren't any, but I have yet to see one.
Anyway, success, and difficulty may be one and the same to some, but the paths to each are never similar.