Get a grip you twat - read the whole fucking email and you would have found
out why it ended up on the hlds.

This is hlmappers email and someone decided to post it on hlds - but if
you'd have spared 1 ounze of common sense you'd have read what happened.

On Mon, Apr 13, 2009 at 8:15 PM, msleeper <mslee...@cyberwurx.com> wrote:

> 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
> > >
> > >
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

Reply via email to