[size=13]Grrrrr! These kind of things really piss me off!!
Unlike proper games and mapping, you cant do any complex archaetecure.
Its pretty much like mapping for Doom1. And the graphics are appaling.
All the maps end up as linnear boxes with windows. What I dont
understand is how they say, "You can make commercial quality games."
WTF! From the screenies all the levels have no sense of detail or
intrest. Everything is just corridors and rooms. You can have complex
details and archaetecture such as in Half-Life. Only bare corridors and
monsters.
Check the picture on the right. Disgusting!!
"Create multi-level games (up to 50 levels)"
What if I dont wanna make a game that has levels! What about like Half-Life, or Battlefield 2?
Wtf, it is a sqaure room with repetitve sprites.
"
Q: Can I have rooms above other rooms? Or dungeons / cellars?
A: Yes absolutely! You can create levels up to 20 floors height."
Wtf!! So your "map" has to be limited to floors and levels. How bloody boring!!
"
Q: What about massive landscapes like in Joint Operations?
A: As much as I'd like to see terrain in there, it's not going to
happen for a while. FPS games vary in their inclusion of terrain a lot
- Doom3 had none, while Far Cry sort of has it, but it's still an
enclosed area, so it's fake in a way. Joint Ops had what we would term
as "massive terrain" (hundreds of KM map). Painkiller on the other hand
was totally enclosed, but still had lots of outdoor areas. Right now
we're concentrating on that "enclosed" type of game. Which means yes
you can model full outdoor scenes, you just can't have the player
roaming over hills and mountains."
"
Q: Can you make cool weapons like those motion detecting bombs from Half Life?
A: Yes. A motion-detecting bomb would be an entity that tracks the
distance of the player, triggers an explosion causing player damage,
and then destroys itself."
Everyone on that site (Judging by avatars and speech) seem/sound to be about 11/12 years old.
Well, this is the new generation of game desing :X
Gone are the days of skill, dedication and commitment. Gone are the
days of hours mapping with skill, learning complex languages, with the
result of truly awsome games. All has been replaced with L337 12 year
old's making their little monster-flooded killboxes in an hour. It
seems to be the same condition with mapping.[/size]