TheIronKnuckle
What the hell is this "ballin" thing?
Well hey, i'd LIKE to get into the industry, but i'm not serious about it. It's more like "My ideal kind of job". But I take what i get.
One question I've been meaning to ask but was never bold enough to ask is how's the pay for LDs? If any of you in the industry want to post it in public could you perhaps PM me, because I seriously want to become a professional LD and I need to know as much as I can before pursuing a career in the industry.
Obviously the enhancements that were made to the engine are only going to help people who can grasp what those changes really mean. Someone that knows very little about anything but creatively designing a map isn't likely to understand the intricacies of Kismet... but they probably should. That's a skill that, especially in today's industry, could really improve your chances of getting a job in the field.
I'd frankly have to disagree.Well, you have to considder that alot of modders out there, like myself, are not looking to get into the games industry, we're doing it as a hobby basically.
And its probably this group of modders that suffers when the tech starts to get more advanced, we just want to make this cool thing we have imagined because it would be fun, we don't really have any ambitions outside of that, nor would thease be "usefull skills" for us in our dayli lives for anything other than making this mod, and then it gets alot harder to justify spending all that time and effort, not to mention getting your hands on any 3'rd prty modding tools that may be required all of a sudden.
Personally, i'd say that a truely great mod platform is one that appeals to both the hobbyist and profesional alike, if the game/engine can do that its allready a winner, but i'd have to say that UT3 has limited appeal to the hobbyist at best..
However, I have two issues with that.
First, is it a bad thing? In previous generations of UT games there were HUNDREDS of mods announced, alphas released, and mod projects completely abandoned following that. These same people are trying to start with UT3 and failing before they even get to the alpha stage, because the problem originally was that they did not have the technical know how to take what they were doing any further and the increased need for that kind of thinking in UT3 quickly drove them a way. I really don't see this as a problem.
So how do you suggest that it gets improved? My second issue dealt with what you're talking about, and that is just that the creative people don't have the technical know-how needed. How do they get this knowledge? Or how does Epic make it un-necessaary?It is, because there's alot more to it than newbies trying and failing because they reached for the moon and coulden't go the distance, most of us understand that we're not going to one-man a big mod project, so we make more realistic things within our reach, maps, player skins, mutators, gametypes, voicepacks, stuff of that nature, which makes for a constant trickle of new content that keeps people interested.
And yes, some of the stuff that gets released is not exactly awesome, but it is a bad thing to loose this constant activity of little mods, and the interest and sense of community they create, and UT3 makes alot of thease "little" mods into big projects all of a sudden.
So how do you suggest that it gets improved? My second issue dealt with what you're talking about, and that is just that the creative people don't have the technical know-how needed. How do they get this knowledge? Or how does Epic make it un-necessaary?
I know it has been said before, but UT3 shipped with just about as much maps as any other UT did (yes, this also includes the original UT, before the maplists grew fatter on the four bonus packs that were released later on). I guess the total amount of content UT2004 had raised a lot of people's expectations.(Actually, that is just a problem with ut3 itself; lack of maps).
If UE3 is increasing your work load that much, you probably aren't working with the right people (and you may not have a choice).
Obviously the enhancements that were made to the engine are only going to help people who can grasp what those changes really mean. Someone that knows very little about anything but creatively designing a map isn't likely to understand the intricacies of Kismet... but they probably should. That's a skill that, especially in today's industry, could really improve your chances of getting a job in the field.
[SAS]Solid Snake;2228160 said:Majority of people want to extend the game, not rewrite it.
yeah i've heard it all before . Just because UT3 has the same amount of maps as previous UT's does not excuse it imo. I say that UT lacked maps, ut2003 lacked maps and ut3 lacked maps. The only game with lotsa levels so far has been 2k4.I know it has been said before, but UT3 shipped with just about as much maps as any other UT did (yes, this also includes the original UT, before the maplists grew fatter on the four bonus packs that were released later on). I guess the total amount of content UT2004 had raised a lot of people's expectations.
Okyeah i've heard it all before . Just because UT3 has the same amount of maps as previous UT's does not excuse it imo. I say that UT lacked maps, ut2003 lacked maps and ut3 lacked maps. The only game with lotsa levels so far has been 2k4.
Yes my opinion is flawed and i'm not going to bother defending it.
So the fact that every UT game, on average, has like 10 times the amount of maps of other games means nothing to you?yeah i've heard it all before . Just because UT3 has the same amount of maps as previous UT's does not excuse it imo. I say that UT lacked maps, ut2003 lacked maps and ut3 lacked maps. The only game with lotsa levels so far has been 2k4.
Yes my opinion is flawed and i'm not going to bother defending it.
I agree that the main menu is a big in UT3, and I don't understand why it was made the way it was.[SAS]Solid Snake;2228160 said:For one, let's have a look at the user interface. It's difficult to extend it for your own needs, particularily if you just want to make a customization interface for your mutator or for your gametype.
Well obviously one enhancement in UE3 was to make it easier for the designers (aka the people who should have control over that) to make the main menu with little programmer involvement. Still, the implementation in UT3 is confusing at best.Second, some things were cooked and are hard coded into maps, such as the main menu. In UT2004 this was a config parameter, but now it sits inside a map. Why?
Kismet is completely UE3 specific though, I dont see how that would help to improve your chances over learning less engine specific skills.
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Anyways I wont be using kismet a great deal past setting up level streaming because I feel there is more control at the script level and it allows a much greater compatibility not only across maps but also other mods. It might mean I have to rely more on programmers but if its a choice between finding more programmers or trying to pull technical artists away from their current projects/jobs then I think Id choose the programmers and hope they can explain the intricacies of things to artists.