I've been working on a number modding projects recently, and am completely amazed at how easy and powerful it is. So far, I've got working prototypes for single player-style campaigns, multiplayer focused gametypes, and a few very non-UT3 style games. I'm a freaking PRODUCER and I haven't been able to find anything I can't get working using unrealscript or kismet after a little digging. Claiming UT3 isn't mod friendly is acutely ridiculous.
Link to a mod you created, on ue3 or any other platform, before you make claims like that. Otherwise, it sounds like you're making things up . (edit: I'm not talking about Brizz )
Don't get me wrong Jeff. I enjoy using Unreal Engine. And personally I find it a technical marvel, but what I meant to say is, is that both the game and the engine are complex pieces of technology now.
Because both the game and the engine are complex in their nature, it is more difficult for begineers to be able to pick up the game and start making things straight away. Let's take, what is supposed to be the easiest thing to make for any Unreal Tournament game, and that I feel is map creation.
With map creation in UT you just had BSP. There wasn't a lot of complexities here. Other than the occasional strike from the UED Goblin, you made maps from simplistic brushes in a subtractive manner. Slap on some textures, put in some player starts, path nodes and some weapons and you've got yourself a map.
With map creation in UT2003/UT2004 you had both BSP and Static Meshes. Now, I won't go into the difficulty of making static meshes, but rather the extra complexity that static meshes introduce and that is blocking issues. Unless you did blocking well, static meshes were annoying for blocking either the player or weapon fire. With some maps it was extremely difficult to move around and getting stuck on a polygon was annoying. With some maps, shooting into 'space' yielded in a collision with a static mesh that had an over extending collision box. UT2004 also introduced trick moves as well, so good level designers had to also keep those in mind, otherwise the trick moves would be useless. Level designers also had to learn the multi texture system, currently known as Shaders and Blenders then.
Map creation in UT3 is with BSP and static meshes. I understand that both methods of BSP generation can be used, additive and subtractive, but from my understanding it is often easier to just use additive BSP, mainly due to the lack of sky boxes (I understand why, so I won't complain about that) and faster lighting calculation times. This seemed to confuse some people, and I feel that it would just be better to provide a single method rather have two methods. Unfortunately due to the cooking process, it's difficult to learn from the maps provided because you can't just copy/paste and save anymore it seems. Every time I tried to do it, Unreal Editor would send me an error message. Now, I understand the cooking process and why it exists ... but many of those reasons don't really exist on the PC platform. On the console platforms yes, but not so much for the PC platform. Secondly, the cooking system is very specific it seems. Maps will not cook for various reasons, and occasionally will crash the editor if packages contain errors and so forth.
Having said all that, that really just scrapes the surface of how complex the engine has become. So many things have to be considered when building a map. And it is this part of the curve that makes it difficult for newbies to come in and use Unreal Tournament 3. While the old blood continue with the changes and move on, some of the old blood will eventually leave (from the list of programmers, we have Jb [from Chaos], Mychaeel [from Jailbreak], Pfhoenix [from Jetpack, Proleium] and so forth)... with no new blood to come into the scene, the mod scene starts to die a little.
Unreal Engine is a fantastic tool. But learning said tool without any real access to the UDN or tutorials on the net seem to stop many people from using it. It is sad that many people simply don't want to experiment or teach themselves how to use it ... but I suppose that if another engine has all that, then why bother?
As for the mod ability of Unreal Tournament 3, I certainly feel that it is less than UT and even UT2004. I like the work that Ron has done with UIScene and it certainly contains a lot of great ideas. How it was used and implemented in UT3 however, is another matter all together. Creating custom gametype menu interfaces, custom mutator menu interfaces and even custom menu interfaces are all so much more painful than in both UT99 and UT2004. Heck, the interface that is created is called from Kismet within UTFrontEnd. Making lots of things for Unreal Tournament 3 have become difficult because the majority of content that people would probably want to make (because they are learning), is probably content which just extends Unreal Tournament 3 itself. New music, new voice packs, new sounds, new weapons ... they are all just frustrating to make these days. Sure, with total conversions or whatever else, I suppose people can just throw away all the content and code within Unreal Tournament 3 ... but isn't that pointless? I mean, Unreal Engine 3 is setup to be extensible, but the way things are implemented in Unreal Tournament 3 is now non-extensible.
My last point will be native code. There is a ridiculous amount of native code now. I won't even bother explaining why it's a pain in the ass to see so much native code as a mod developer.
As for my experience with Unreal Engine, I was first on the scene with [SAS]Into The Lion's Den in Unreal Tournament, then I was doing my own mod framework project called Chaos Engine for UT2004, and now, I am the programmer for The Ball and UWindow2.