<div class="quote"><div class="quotetitle">? quoting Underdog:</div><div class="quotetext">
Who cares about him anyway? Give it a rest.
</div></div>Many people care about Orpheus. The fact that he left us without so
much as a goodbye have left many of us puzzled. Why does it bother you
so much to see someone being missed?
<div class="quote"><div class="quotetitle">? quoting Underdog:</div><div class="quotetext">
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.
</div></div>
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.
Underdog: said:
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.
What do you mean that so few succeeded in making maps for HL1?
There was a robust mappping community that produced maps for many many
MODs. Furthermore, it would be impossible to make this claim
without figures of how many people were actually successful relative to
the number of mappers, and then pull similar figures for this very very
young HL2 scene.
<div class="quote"><div class="quotetitle">? quoting Underdog:</div><div class="quotetext">
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.
</div></div>
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? :smile:
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.