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On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
> 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
> > > >
> > > >
> > > >
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> >
> >
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