nicked on 19/9/2013 at 05:35
Just go and make a level for, say, Unreal Tournament 3, and see how much harder.
SubJeff on 19/9/2013 at 05:44
Why do you think it's so hard?
TDS used Unreal. It wasn't hard to create stuff for that.
Fafhrd on 19/9/2013 at 05:45
But then he'd have to actually learn things for himself instead of asking people who have been working with the tools full-time for years now to put a meaningless and arbitrary number to rate the relative hardness of using them.
june gloom on 19/9/2013 at 06:11
Quote Posted by NuEffect
Why do you think it's so hard?
TDS used Unreal. It wasn't hard to create stuff for that.
TDS also came out
9 years ago. To apply the design standards of a nearly decade-old game to one that came out less than a year ago would be ineffective at best. It's about scale of granularity -- 10, 12 years ago most FPS games were boxes without much detail. Nowadays... boxes with a
lot of detail.
MoroseTroll on 19/9/2013 at 06:13
You see guys, I'm no map designer at all. That's why I'd like to ask the people who really do have a lot of experience both in Dromed and UE3.
SubJeff on 19/9/2013 at 06:14
Yeah but wouldn't you just be reusing a lot of assets, initially anyway?
It's still geometry with textures and static meshes isn't it?
MoroseTroll on 19/9/2013 at 06:20
Quote Posted by NuEffect
Yeah but wouldn't you just be reusing a lot of assets, initially anyway?
I would, if I was a map designer.
Fafhrd on 19/9/2013 at 07:40
Quote Posted by NuEffect
Yeah but wouldn't you just be reusing a lot of assets, initially anyway?
It's still geometry with textures and static meshes isn't it?
It's mostly static meshes now. Very little of modern level design is done with BSP editing beyond blocking out basic layouts. And re-using the existing static meshes makes keeping the art style consistent throughout a level difficult because a lot of the assets are designed for specific levels.
And lighting is a lot more complex to do. Practical lighting (to use a film making term) isn't really done any more.
SubJeff on 19/9/2013 at 07:55
When you say lighting is more complex do you mean the way the algorithms work or the way you implement lighting?
Fafhrd on 19/9/2013 at 08:02
The way you implement it. It's not just sticking in torches and lamps and setting an ambient value.