So you really just want a dumbed down version of Hammer with drag and drop,
easy peezy look like shitty? The high level of control of Hammer is what
makes it so appealing and easy to use. Sure it has a huge learning curve but
if someone *really* wants to make a map for a HL game, they will learn it. I
consider it to be weeding out the weak.

-Mike


On Sat, Jun 6, 2009 at 3:03 PM, Alex Guichet <[email protected]> wrote:

> Well basically I feel that hammer is not a good map editor for designers...
> Hammer, in my opinion, is more suited for programmers. So we're working
> with
> tools designed for "programmer art". I think that if there is a much more
> powerful editor with easier to use tools (don't say it's not possible) than
> I have a feeling that the quality of maps will skyrocket. And maps are
> pretty good now. I have a lot of map maker friends (one who has a published
> community map on TF2) that say Hammer doesn't get the job done in terms of
> design.
> I'm not really talking about major major changes yet, but some basic
> additions are:
> 1) Multi user map design. (More than one editor working on a map at the
> same
> time, be able to watch changes in (close to) real time
> 2) Preprogrammed (and editable) entity tools for maps... stuff like drag
> and
> drop train tracks... click to place CP's... etc. Really just to make it
> easier for designer.
> 3) Drag and Drop everything. Drag and drop a model on to the ground, drag a
> texture onto a wall, etc.
> 4) Better Model and Texture browsers. Tagging. Tag all of the skyboxes,
> custom textures, walls, tf textures, anything you want. Works for both
> models and textures (at the moment).
>
> Anything else I should add? I'm only working on community feedback for what
> should go into this editor. I consider everything.
>
> Alex Guichet
>
>
>
> On Tue, Jun 2, 2009 at 1:59 PM, Brandished <[email protected]> wrote:
>
> > (Redirected by <[email protected]>)
> >
> >
> >
> >
> > Wait, what do you mean by "make a DESIGNER"?
> >
> > Yes, late reply, I know.
> >
> >
> > ----- Original Message ----
> > From: Alex Guichet <[email protected]>
> > To: Discussion of Half-Life Mapping <[email protected]>
> > Sent: Thursday, May 28, 2009 5:00:37 PM
> > Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size
> >
> > Thanks. This is really helping.
> > I'm trying to  oriented source engine mapping solution by
> > reverse engineering the VMF file (of sorts)... so far I've got some
> simple
> > brushwork going... I just want to have warnings that will let a designer
> > know when they're hitting a limit (if it's even necessary).
> >
> > So far this is great help. Anything you map makers want that you think is
> > crap or needs to be changed in hammer?
> >
> >
> >
> >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
> >
> >
> >
> >
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