Cool article but this has what to do with server administration?

On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
> 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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