Ah, that's what I thought you meant. I was curious, as your like the third or fourth person I've seen recently working on a project like this. :P All of your ideas sound good to me.
As for feature requests, I don't think I could add anymore to the tons of them already online: "What do you dislike about Hammer?" http://forums.tf2maps.net/showthread.php?t=6302 "What do you not like about level designing in hammer?" http://forums.steampowered.com/forums/showthread.php?t=601647 "Hammer Feature Requests" http://developer.valvesoftware.com/wiki/Hammer_Feature_Requests Anyways, good luck. ----- Original Message ---- From: Alex Guichet <[email protected]> To: Discussion of Half-Life Mapping <[email protected]> Sent: Saturday, June 6, 2009 4:03:43 PM Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size 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? > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
