Interesting post on the HLmappers mailing list :-)

Phil

2009/4/5 Nathan Voge <hl2fr...@msn.com>

>
> I just thought I would throw up this quote from a Gamasutra article on The
> Cabal: Valve’s Design Process For Creating Half-Life found at
> http://www.gamasutra.com/features/19991210/birdwell_01.htm
>
> [
> No Good Deed Goes Unpunished
>
> Until the Cabal process got underway, technology was added to Half-Life
> freely. It was assumed that "if we build it, they will come," meaning that
> any new technology would just naturally find a creative use by the content
> creation folks. A prime example of this fallacy was our "beam" effect,
> basically a technique for doing highly tunable squiggly glowing lines
> between two points; stuff like lightning, lasers, and mysterious glowing
> beams of energy. It was added to the engine, the parameters were exposed,
> and an e-mail was sent out explaining it. The result was … nothing. After
> two months only one level designer had put it in a map. Engineering was
> baffled.
>
> During the Cabal process, we realized that although the level designers
> knew of the feature, they really had no clear idea of what it was for. The
> parameters were all very cryptic, and the wrong combinations would cause the
> beams to have very ugly-looking effects. There were no decent textures to
> apply to them, and setting them up was a bit of a mystery. It became very
> clear the technology itself was only a small part of the work and
> integration, training, and follow-through were absolutely necessary to make
> the technology useful to the game. Writing the code was typically less than
> half the problem.
> ]
>
> It still seems that this problem is still around Source modding,
> mapping,... The technology is there to do almost anything we want, but we
> still have to search and trial and error for hours to achieve it. I'm
> speaking as someone who has left and returned to many of my maps over and
> over again because I don't have the time for another full time job - and
> that is what it currently takes to make sense of it all. I'm only posting
> this because the L4D SDK is on the horizon and I'd love to get my ideas into
> maps without having to reverse engineer maps (I talk here about the complex
> example maps that are sometimes included in the SDKs and not decompiled
> maps), or trial and error (guess) what entities work together, or have to
> wait/search for community tutorials. Please improve this drastically with
> the next SDK release. I know I and the rest of the community would thank you
> Valve.
>
> ~Nate
>
>
>
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