Re: How about a 2006 Mapping Competition???
Posted by Addicted to Morphine on
Thu Mar 2nd 2006 at 10:43pm
Posted
2006-03-02 10:43pm
3012 posts
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Registered:
Feb 15th 2005
I think we can use it as a term as long as we restrict ourselves to the
high quality maps that would be well received here and at places like
mapcore.
Killboxes are a constant between HL1 and HL2 and can be completely
ignored for the purpose of this discussion, at least in my opinion.
So barring killboxes from our debate, how do you think the higher
potential quality of maps in HL2 effects the window of success?
Re: How about a 2006 Mapping Competition???
Posted by BlisTer on
Fri Mar 3rd 2006 at 5:26pm
BlisTer
member
801 posts
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Registered:
Jun 10th 2004
Location: Belgium
out of curiosity... are you mapping for HL2 (with the exception of your exploratory work in castle_orpheus etc) ? if not, why not ?
These words are my diaries screaming out loud
Re: How about a 2006 Mapping Competition???
Posted by Orpheus on
Fri Mar 3rd 2006 at 11:06pm
Posted
2006-03-03 11:06pm
Orpheus
member
13860 posts
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
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.
The best things in life, aren't things.