so who did which dammit =)
Re: so who did which dammit =)
I doubt anyone works on one single map anymore (outside of the modding community). It'll likely be a collaborative work involving several people from general layout, to item placement, to detailed brushwork, to mapobjects, to scripting, not to mention the other artists working on conceptual art, textures, etc.Kaziganthe wrote:pjw, rgoer... who did which mp maps? (or sp for that matter)
wvw: I see you've got your old account back! Good to see you around again.
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Re: so who did which dammit =)
What he said.obsidian wrote:I doubt anyone works on one single map anymore (outside of the modding community). It'll likely be a collaborative work involving several people from general layout, to item placement, to detailed brushwork, to mapobjects, to scripting, not to mention the other artists working on conceptual art, textures, etc.

The game was very much a team effort.
Re: so who did which dammit =)
This smell like the same secrety act Q3 had going on.... :icon8:pjw wrote: What he said.
The game was very much a team effort.
Stupid egoïst game industry :icon23:
Don't take it personal, but i'm getting sick of these excuses, there's allways 1 single person with an idea. (layout/style) tell who got what or just say "We'd rather not tell, or are not allowed to tell"
Re: so who did which dammit =)
I don't know if you've ever worked on a mod or in a collaberative environment but one person having control over 'X' map or aspect of the game is actually the last thing that happens, people submit ideas and they get filtered, crap goes.Hr.O wrote:This smell like the same secrety act Q3 had going on.... :icon8:pjw wrote: What he said.
The game was very much a team effort.
Stupid egoïst game industry :icon23:
Don't take it personal, but i'm getting sick of these excuses, there's allways 1 single person with an idea. (layout/style)...
For the sake of 'style' and 'consistancy' to the overall design documant, content *has* to be collaberative otherwise peoples personal styles interfer with continuity and the overall 'look' of a game.
Re: so who did which dammit =)
[Edit: fuck it, not worth it]
Last edited by pjw on Thu Oct 20, 2005 4:20 am, edited 1 time in total.
Well, you asked a question and I answered it. It has nothing to do with pjw or anyone else being secretive. Just a fact. Games these days are designed as more of a collaborative effort than they used to be. The amount of feedback that goes back and forth between team members is so much that no one can really claim anything is their own. Just maybe something like, "oh, that group of brushes there, that bulkhead, this part of the room."
But if anyone points out all the little bits of stuff they worked on, we would be here until Q5 comes out.
But if anyone points out all the little bits of stuff they worked on, we would be here until Q5 comes out.
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Oh, damn! I just heard from my friend that someone heard that some guy on some forum heard that Quake 5 just got cancelled. Instead, they're working on Doom 4 and the next Commander Keen and Hovertank games.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Folks... deleting the one-line obscenities.
On the subject. I know first hand from my time at Epic games (finishing off UT2003) that at least in their team one person normally is "mainly" responsible for a Multiplayer map. I.e. he defines layout and design and also creates most of it.
But then other folks look into texturing (an Artist e.g.) and the AI (one of the programmers or another Level designer). So even in those cases it is a collaborative effort.
From what I have been reading when it comes to Single-player maps the collaborative effort is far more pronounced. This actually *has* to be the case to ensure the overall look and feel of the game - e.g. like Half-Life 2 - is consistent.
*And*... no bots for Q4 is bad... cuts down the probability that I will map for that game by about 50%. Should Q4 much like D3 again not be playable via ISDN, that would kill any mapping for that game
On the subject. I know first hand from my time at Epic games (finishing off UT2003) that at least in their team one person normally is "mainly" responsible for a Multiplayer map. I.e. he defines layout and design and also creates most of it.
But then other folks look into texturing (an Artist e.g.) and the AI (one of the programmers or another Level designer). So even in those cases it is a collaborative effort.
From what I have been reading when it comes to Single-player maps the collaborative effort is far more pronounced. This actually *has* to be the case to ensure the overall look and feel of the game - e.g. like Half-Life 2 - is consistent.
*And*... no bots for Q4 is bad... cuts down the probability that I will map for that game by about 50%. Should Q4 much like D3 again not be playable via ISDN, that would kill any mapping for that game

Well the AAS System is in the game in one form or another for the Single Player AI.
Perhaps bolting bots on is quite feasible. Perhaps (stay with me on this one) they held it out of the final release to make them doubly awesome when they release them with a patch.
Perhaps bolting bots on is quite feasible. Perhaps (stay with me on this one) they held it out of the final release to make them doubly awesome when they release them with a patch.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis