Lord FlatHead
man overboard

Posts: 2909
Registered: 06-00 |
With every new popular FPS game level editing for it gets harder. This means a smaller set of people editing for a particular game, but it also generally means better levels being released. People who take the effort to learn Q3Radiant are generally serious about their stuff, take the time to learn their editor, and release what they think is good... It's not like six years ago, when every 11-year old that got its chubby little hands on a copy of DEU would bring out a collection of huge rooms stuffed with BFG's and Cyberdemons.
Making a good Duke3d map was harder than Doom. Making a good Quake2 map was harder than Duke3d. etc.
I expect the transition from Q3 editing to Doom3 editing to be quite hard, so I really can't imagine a lot of you Doom mappers making the switch. According to Fred Nilsson of id software, you'll need to spend loads more attention to the lighting of your maps (You can only have so many lights in one scene to get a decent framerate, and you have to use that budget wisely). Also, mapping is turning more and more into detailed modelling. My guess is a lot of the detailed stuff (like that lowering bridge in the MacWorld movie) will be .md5 models, imported into Doom.
|