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by LeonM
3083 days ago
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This brings back so many sweet memories. I started with QuArK, then I was introduced to UnrealEd. I remember finding UnrealEd to be more clunky than QuArK. It also took some time for me to get used to the 'inverse' editing in UnrealEd (in uED you basically start with a solid block of infinite size, and then cut out the parts you want accessible by the player). I then went on to make multiplayer maps for half-life (can't remember which editor I used), I still play those maps with friends. After HL1 I went to college and couldn't afford a PC capable of running the newer games/engines, and that's where my map building hobby stopped, unfortunately. Nowadays the engines and tools are so complex, that it just takes too much time to build maps for a hobby IMO. |
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What tools? I can't think of a single recent AAA game that actually has an editor besides Unreal and Unity and those are, IMO, just as easy to use now as they were back then. The processes are a little different but the basics are still pretty similar.