The skills required to mod anything for UT3 have increased significantly.
Adding voices now requires coding-skills that go beyond using a voice-pack template.
model-parts have replaced skins, which means that you need to know how to model and skin (ie : two people for one job)
mapping definitely has extended the skill-set required to that of an entire team (textures, models, sound, lighting, decorating the map and of course the map-design itself). That is if you want to deliver pro-quality design and have a relatively short time to market.
I think there may be another reason why there are so few mods in development :
it is easier to enjoy the core-game compared to learning the skills required to change anything
UPaint may not have been the 'best' program, but at least it smoothed the learning curve which made it easier for people to feel like they were doing something.
Mapping in UT'99 could be done by opening UnrealEd.
Now it practically demands a decent plan/design before a 'basic' map can be completed.
The average amateur is too impatient for that kind of stuff.
They don't want to 'waste time' with planning as that is the least attractive/glamorous part of the job.
It probably also explains why a lot of partial edits of existing maps (like a 'WAR-Torlan with more tanks and stuff') exist, because modding an existing idea is faster and more rewarding.
One really has to wonder if having an editor for maps like Halo3 had could have done for mapping what Upaint did for skinning.
I think it could have helped provided the community had welcomed those attempts.
Adding voices now requires coding-skills that go beyond using a voice-pack template.
model-parts have replaced skins, which means that you need to know how to model and skin (ie : two people for one job)
mapping definitely has extended the skill-set required to that of an entire team (textures, models, sound, lighting, decorating the map and of course the map-design itself). That is if you want to deliver pro-quality design and have a relatively short time to market.
I think there may be another reason why there are so few mods in development :
it is easier to enjoy the core-game compared to learning the skills required to change anything
UPaint may not have been the 'best' program, but at least it smoothed the learning curve which made it easier for people to feel like they were doing something.
Mapping in UT'99 could be done by opening UnrealEd.
Now it practically demands a decent plan/design before a 'basic' map can be completed.
The average amateur is too impatient for that kind of stuff.
They don't want to 'waste time' with planning as that is the least attractive/glamorous part of the job.
It probably also explains why a lot of partial edits of existing maps (like a 'WAR-Torlan with more tanks and stuff') exist, because modding an existing idea is faster and more rewarding.
One really has to wonder if having an editor for maps like Halo3 had could have done for mapping what Upaint did for skinning.
I think it could have helped provided the community had welcomed those attempts.
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