1) Lack of Mod/TC support/documentation out of the box. People know how now, but it took a while.
...There's TC support? I thought it was being added in a later patch?
There's a lot of "mods" out there, but most of them are poorly laid out maps or mutators it looks like. Sure, when you count them it's a lot of stuff, but when you critique the quality there's really not much quality stuff.
True, but then again there has never exactly been an abundance of experienced unrealscript programmers around, which kind of impairs what you can do code-wise as a mod team.
Modding faces the same challenges as PC gaming does. The overal modding community (across all major modding platforms) shrinks considerable. iD tech is struggling, and I hear a lot of people complain about modding HL/Source lately due to lacking support from Valve, outdated tools, releasing crashing tools and not fixing them for months on end, etc. (would be a good idea for Epic to try and get those bilions of HL modders into Unreal...)
A new MSU would definitely help, but Epic also used to be more involved with the whole thing. The ownage thing was neat and a great source of publicity for UT levels (although I am no fan of the UT2003 version...) and a kind of goal, source of motivation for the average level designer. I also remember a modding trip back in 2001 or whenever, where Epic invited some modders to have a look at the new engine and all. That's the kind of stuff that helps your community. More technical support does so as well. UDN is still not ready.... The books are not released yet... Not a problem for me, but the average joe would prolly enjoy that kind of stuff.
Coming recently from the HL2 modding scene (Zombie Panic, Unreleased Mod of the Year 2007) I've kind of seen both sides of the story, as regards to what I'd call the "big two" engines for FPS modding, Unreal and Source.
Source :
+ Brilliant engine documentation (Valve ERC)
+ Widely known programming language (C++)
+/- SDK Tools (often broken/buggy, although when they work, they work well).
- Over-complicated art pipeline
Unreal :
+ Incredibly simple and streamlined art pipeline
+ UED4 (Haven't used it much personally, it seems stable powerful + intuitive)
- Very niche scripting language
- Massively lacking engine documentation
So, as you can see (at first glace at least) they're almost the opposite of each other. Unreal has the potential to be a massively better engine choice for most mods - and this is the crucial part -
given a proportional amount of support from Epic.
I don't think I've even played retail UT3 yet - I pre-ordered the CE solely for the tutorials and SDK stuff.
This is the big thing though, you aren't going to see anywhere near the amount of mods for UT3 simply because of the fact that a) in the modding community, programmers are practically gold-dust and b) even if you manage to find a talented, experienced programmer to work on your mod ... what are the chances that they're going to know UnrealScript?
It's obvious that Source is going to have a bigger modding community, because the barrier-to-entry in terms of programming is a lot smaller. Unreal is more likely to have comparatively a lot more custom content, but less TC mods.
I agree that a new MSU would help the situation, but Epic have to realise that the Unreal modding scene has shrunk massively from the heydays of 2k3/2k4 and it is an aspect of their community which they need to
actively support in order to keep it from dying altogether.