Posted by Captain P on Wed Mar 1st at 1:07am 2006
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Posted by Nickelplate on Wed Mar 1st at 1:35am 2006
I mean -- it may be kind of hard to get the areas to look too original with the stock textures, but I'm looking forward to playing with the geometry while maintaining the layout.
I've tried that, but the engines are different enough that an Arena-style map won't work. In HL2 you move too slow, can't jump high enough and don't have arena-style weapons like railguns and rocket launchers. I was a KILLER quake2 mapper in my later years. I tried using all my old techniques, and none worked...
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Posted by Orpheus on Wed Mar 1st at 1:40am 2006
*giggles*
Sure. ![]()
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Posted by Nickelplate on Wed Mar 1st at 1:47am 2006
*giggles*
Sure. ![]()
ITS TRUE! I made stuff that looked like the game itself!
Don't giggle too much or you WILL pee your pants. lol
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Posted by Orpheus on Wed Mar 1st at 1:53am 2006
ITS TRUE! I made stuff that looked like the game itself!
Don't giggle too much or you WILL pee your pants. lol
I know from personal experience exactly what crap looks like. My maps are filled with the stuff. So far, you have showed little to suggest "Game quality" " SRC="images/smiles/icon_wink.gif">
and, my moisture content is none of your concern bucko
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Posted by Addicted to Morphine on Wed Mar 1st at 2:35am 2006
But we can still do a deathmatch map. Why not something fairly simply like a 2 - 4 player map?
Posted by Nickelplate on Wed Mar 1st at 4:37am 2006
You've never seen my Quake 2 maps. "Game quality" for Q2 is not exactly HL2 won't you agree?
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Posted by Orpheus on Wed Mar 1st at 1:07pm 2006
You've never seen my Quake 2 maps. "Game quality" for Q2 is not exactly HL2 won't you agree?
Hold up. This started out as humor but it brings up an interesting thought. Do better engines make older greatness, less great?
I would think that if someone created a fantastic map for Doom, or Quake, that their achievements would still be, well great.
I wonder just how many people here believe that newer engines make older ones obsolete? Will we look back someday and think "Finger was good in his day but, Broken Palace is s**t now"
I hope I never do.
*whispers*
You map, just fine, Nickelbag.
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Posted by Addicted to Morphine on Wed Mar 1st at 1:30pm 2006
I think that it really depends on the person. Some people can't appreciate the older stuff now that they've played around with cutting edge technology.
Posted by Andrei on Wed Mar 1st at 1:52pm 2006
Posted by Nickelplate on Wed Mar 1st at 3:29pm 2006
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Posted by Orpheus on Wed Mar 1st at 3:57pm 2006
And the discussion comes full circle.
I seem to recall a certain debate where "I" under the guise of UD said exactly the same thing. I said that it was many times harder to create a top quality map using HL1 that it would be with HL2, since you had to do it with much greater restrictions and stay within the engines capability.
I was told emphatically, as a nobody I had no opinion. ![]()
I don't remember who told me that, but it was many of them saying it.
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Posted by Nickelplate on Wed Mar 1st at 3:59pm 2006
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Posted by Addicted to Morphine on Wed Mar 1st at 4:20pm 2006
Posted by Orpheus on Wed Mar 1st at 8:07pm 2006
See, herein lies your defect. What ever made you think that you could "get away with it?"
I for one have not altered my views on "What exactly make a great map succeed" one iota.
You are working under a false assumption that we at Snarkpit allowed people to make flat areas because they were incapable of creating anything else.
Guess what? None of the maps that scored well around here had a plethora of flatness. We did take many other things into account but flat was definitely one of the key things we looked on.
If a map had incredible r_speeds but was still plain, we commented that their optimization process needed work. If an area was tweaked to the max, but still had R_Speeds out the ass, we asked them to SIMPLIFY the architecture a bit.
The question is, where in the world did you get the idea that creating a map for HL1 was simple? If not simple, then simpler than HL2?
Both assumptions are bulls**t and I have the years to back the statement up.
Its not as if I showed up here yesterday is all.
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Posted by ReNo on Wed Mar 1st at 8:48pm 2006
Note that I'm talking fairly exclusively about graphics here - gameplay is, arguably, more timeless and transferable.
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Posted by Addicted to Morphine on Wed Mar 1st at 8:55pm 2006
Both assumptions are bulls**t and I have the years to back the statement up.
I don't mean to belittle HL1 or cut down all the people who made maps for HL1, but mapping for HL1 is definitely simpler than HL2.
You have more experience than I do when it comes to the HL1 custom mapping scene, but that doesn't invalidate my opinion about the two engines. Just by playing through the singleplayer in both HL1 and HL2 it immediately becomes apparent that less time needs to be spent creating an area in HL1 compared to an area in HL2.
Look at this for example:

This was a key puzzle area in HL1, not just a corridor. Every surface of the room is flat and simplistic. Compare that to any key puzzle area in HL2, not just the corridors, and you'll see a stark difference (increase) in complexity and therefore difficulty and effort required for creation.
In terms of size and scope alone the limitations of HL1 render it more simplistic when compared to HL2.
Additionally, understanding the workings of the new technology capabilites like 3D skyboxes, custom soundscapes, and the new I/O system make producing a custom map more daunting, more complicated, and much more time consuming.
I understand your point that working within the limitations of HL1 was a challenge in itself, because people had to innovate and optimize in order to get the most out of the engine. But that hasn't gone away. The source engine has its own limitations and working within them is a challenge as well. Maybe one could argue that it is a smaller challenge to map for HL2 because one is less restricted, but I'd say it's even more of a challenge because you have more freedom to work and therefore one has to think bigger and deliver more impressive results. By pushing the limits by developing a new game engine, it seems to me that Valve and others have raised the bar and with it everyone's expectations.
The only thing that is easier now is creating terrain, thanks to displacements, but since its so easy to create them, people are held to a much higher standard when it comes to how they look and how they compare to the rest of the level. You still have to make displacements look natural and you have to make them fit in with the rest of the real brushwork. Before, the rock formations were more symbolic representations and less realistic presentations. Compare cs_militia from HL1 to its new Source iteration:


So, in light of all these points: yes, creating a map for HL1 is simpler than Hl2.
If you still don't believe me consider this: I've looked through your map profiles and you are a better and more prolific HL1 mapper than I. But your first-hand knowledge of HL1 doesn't seem to extend as thoroughly to Source. Try creating and completing a high quality Source map and you'll see firsthand the complexities and challenges I'm talking about. And before you go and tell me to do the same for HL1, you'll see that I've at least tried to create a few maps. I still have much to learn when it comes to both HL1 and HL2, but I think I have a balanced perspective on both, and what I see is what I've argued.
Posted by Captain P on Wed Mar 1st at 9:20pm 2006
The single fact that creating content that lives up to nowadays expectations takes so much longer means different approaches are necessary. Back in the HL days, you could create a detailed area and throw it away without having lost too much time (or motivation, or more).
Nowadays, creating a few detailed prop models that finally won't get used means the same loss in time, but now it's just a few models only rather than a full scene.
The increased importance of prop models (which personally I've always liked a lot so that really was an advantage for me when I started playing with Source) leaves brush-detailers behind in the dust if they don't catch up with the new developments.
In essence, it's not extremely more difficult to map for Source in a technical sense. It's the immensively increase in quality expectations and some different techniques being used that make it harder. It takes a broader skillset and more time and for many, concentration and motivation spans may just not be enough anymore for such production times.
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Posted by Orpheus on Wed Mar 1st at 9:31pm 2006
*sighs repeatedly*
Why are you guys trying so hard to miss my point?
I am not saying its easier now to make a map. FAR FROM IT!!!
What I am saying is, you had to physically work harder to make a map "EXCELLENTLY" with HL1 than HL2
Why is that concept so hard for you to grasp? Its not as if I am saying that a ported excellent map from HL1 will be superb in HL2. I doubt it seriously that the map would port and retain anything that made it great.
What I am trying desperately to convey is, you had a VERY narrow success window in HL1. You have a much broader success window in HL2.
Its true that both mapping engine have highly successful, BUT boring examples. I am not counting those because the people voting those maps into success are STUPID!. I lost count of how many killboxes I have seen played thousands of times. Its a damned good thing that true success isn't defined by played totals.
Now for the last time, try to understand my one point. It is harder to succeed in HL1 than HL2 because to tools for success were much harder to create.
Please try not to reword my reply in the hopes of making my words sound contrary to the issue. 
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Posted by Addicted to Morphine on Wed Mar 1st at 10:36pm 2006
I'll try again -- once more starting with a direct quote:
Everything is bigger and more complex in the Source engine. Because of this, you have to work harder and spend more time to make an excellent map.
Expectations have been raised, levels are more expansive and realistic, more details have to be added and addressed to reach a level of excellence. So, no in my opinion you do not have to physically work harder to make an "excellent" HL1 map.
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