First off let me give a little bit of background on this. Doom3 was released back in augest and the graphics were widely accepted as good. The part that got the most buzz out of the community of modders was that the mapping program for Doom3 was literaly accesable inside the game. In the Doom3 editor, their is no alt tabbing and it is quite usefull. This brings me to the point of even though their is a leaked hammer out their and it functions, why valve hasent released the editor.
Why'll being a theory i expect to hear back from the valve mapper i emailed last night. I think that its HIGHLY possible that valve has seen how people reacted to the map editor being inside the actual game interface that the reason for holding the editor back is, its now part of Half-Life 2.
Valve could use the whole Hammer Engine inside of the Half-Life 2 GUI, the GUI atleast appears to be nothing more than a coating of steam "In laymens terms".
If valve hasent integrated HAMMER into the Half-Life 2 engine, I belive that it might be possible to add it in after the fact. Would their be anyone interested in helping?
New features id love to try to get in would be:
() Building on the fly. This meaning that what you do in the editor immediatly pops up in the game. This would be usefull for testing jump situations or testing physic puzzles.
() *In or Out of Halflife2* Im no programmer but by god the thing i want most of all for the map editor is DIRECT CONTROL OF MODELS! Hear me out before shooting this one down. Ive been working on textures and such with friends and when the editor comes out I will be makeing a map. I want to make custom models for both sides and the hostages. I belive it is now possible to basicaly zip MODEL and i know definatly texture files into the map's file. I want to put a spin on the whole CT VRS T matchs. Being able to limit the weapon selection "by a admin command" so that the map is played the way it was intended to be played.
() Something everyone might really enjoy is a selection by the admin at the begining of loading a map or pre selected to do something differnt. Basicaly the only thing that seperates a bomb map and a hostage map is 3 functions. HOSTAGE and RESCUE and BOMB. With that in mind and how dynamik steam is now, i belive it might be possible to switch back and forth between these two types of game on the same map. "Think of the possibilites if a map did both at the same time. You a CT trying to rescue a hostage whyll the terrorist try to blow up your escape route. Hell even make useing the bomb not end the match. With the huge size of maps possible and huge player numbers, we could really turn this into something new."
Wow am i long winded or what, I guess i should have typed a essay instead. Oh well, I thank you for reading what parts you did and hope you might have suggestions towards ither Valve or someone elses future project.
*As for the map: I will be the sole creator for the construction and playability for the level. I will also do some but definatly not most of the textureing. Im thinking ill need to find someone to do the modeling for the map. The biggest concern i have is im literaly wanting to pull out all the stops for this map. Ill end up with 3 differnt versions of it. Hostage:Bomb: and UNPLAYABLE.
Definition of UNPLAYABLE: I want to make a map that will consume most of my free time. I really enjoy putting detail in everything i do. The reason i think this map will be unplayable is becuase of how detailed it will be. It will eat frames like a mama. I want to recreate some house in its intierty. We are always makeing maps that look and play good but never for the beauty of the game itself. Valve does a awsome job at balanceing the map out for play and look. Its time to focus on 100% look.
Also: Look forward to the system crashing map of 5000 dominos
Why'll being a theory i expect to hear back from the valve mapper i emailed last night. I think that its HIGHLY possible that valve has seen how people reacted to the map editor being inside the actual game interface that the reason for holding the editor back is, its now part of Half-Life 2.
Valve could use the whole Hammer Engine inside of the Half-Life 2 GUI, the GUI atleast appears to be nothing more than a coating of steam "In laymens terms".
If valve hasent integrated HAMMER into the Half-Life 2 engine, I belive that it might be possible to add it in after the fact. Would their be anyone interested in helping?
New features id love to try to get in would be:
() Building on the fly. This meaning that what you do in the editor immediatly pops up in the game. This would be usefull for testing jump situations or testing physic puzzles.
() *In or Out of Halflife2* Im no programmer but by god the thing i want most of all for the map editor is DIRECT CONTROL OF MODELS! Hear me out before shooting this one down. Ive been working on textures and such with friends and when the editor comes out I will be makeing a map. I want to make custom models for both sides and the hostages. I belive it is now possible to basicaly zip MODEL and i know definatly texture files into the map's file. I want to put a spin on the whole CT VRS T matchs. Being able to limit the weapon selection "by a admin command" so that the map is played the way it was intended to be played.
() Something everyone might really enjoy is a selection by the admin at the begining of loading a map or pre selected to do something differnt. Basicaly the only thing that seperates a bomb map and a hostage map is 3 functions. HOSTAGE and RESCUE and BOMB. With that in mind and how dynamik steam is now, i belive it might be possible to switch back and forth between these two types of game on the same map. "Think of the possibilites if a map did both at the same time. You a CT trying to rescue a hostage whyll the terrorist try to blow up your escape route. Hell even make useing the bomb not end the match. With the huge size of maps possible and huge player numbers, we could really turn this into something new."
Wow am i long winded or what, I guess i should have typed a essay instead. Oh well, I thank you for reading what parts you did and hope you might have suggestions towards ither Valve or someone elses future project.
*As for the map: I will be the sole creator for the construction and playability for the level. I will also do some but definatly not most of the textureing. Im thinking ill need to find someone to do the modeling for the map. The biggest concern i have is im literaly wanting to pull out all the stops for this map. Ill end up with 3 differnt versions of it. Hostage:Bomb: and UNPLAYABLE.
Definition of UNPLAYABLE: I want to make a map that will consume most of my free time. I really enjoy putting detail in everything i do. The reason i think this map will be unplayable is becuase of how detailed it will be. It will eat frames like a mama. I want to recreate some house in its intierty. We are always makeing maps that look and play good but never for the beauty of the game itself. Valve does a awsome job at balanceing the map out for play and look. Its time to focus on 100% look.
Also: Look forward to the system crashing map of 5000 dominos