
Add To That
#1 posted by
nitin on 2003/04/22 04:59:23
the increasing amount of work involved to make a good map (well SP stuff anyway).

Good Point Nits...
#2 posted by
Shambler on 2003/04/22 05:07:45
....you could file that under "increasing technology" too, basically the whole thing is getting harder and what you`re competing with is getting further away.
But there are two counter-points to what I`m suggesting. Free* chocolate if someone gets both.
(* Note: That is free chocolate for Shambler hehe)

Yeah
#3 posted by
Vondur on 2003/04/22 05:19:43
i thought about that too
modern games usually strongly tied to the story
it`s either hard to map cuz of the strong storyline (RTCW) or the game is so complex technically that it kills the desire to map for it. that`s usual for the modern games.
quake was universal for that indeed. freedom creating your own style and relative simplicity creating maps.
and i think that in the future only for few games will be possible to map as from the style freedom as from the technical side pov. i still believe that doom3 will be relatively easy to map for. cuz it`ll support editing from the very beginning, and this game will have some default story as usual (i hope). easy to modify and create your own worlds.
the same goes for unreal2, even having some silly story it`s rather easy to make the map with absolutely no relation to original concept.
as for the other games, well, they use either u2, q3/d3 or lithtech engine, so why bother mapping for them (of course if you want to create some branch of the story or something) if there are original games on that engines which is easier to modify?
so the bottomline of my speech is that mapping (fps) will narrow down to that 3 main engines (d3, u2, lithtech) and initial games based on them. of course there will be some sporadic activity in the other games communities, but i think only half-life 2 will be able to keep vast community and long life.