JS> Editors will be what the game designers make them to
JS> be. They're NEVER EVER
JS> made with the thought "Oh wait, we need to make this
JS> easy for the user". It's
JS> made to what we want them to be like.
That's not entirely true. Epic's UnrealEd was designed with the end-user
in mind, which is why they're going to release it with the game (though it'll
probably be a "crippleware" version at first). But I DO see your point, and
I agree for the most part. Designers just want an editor which isn't a royal
pain the butt, and that's about as far as they care to develop - they're
making a game, not a level editor.
JS> They work. If people bitch about them being too hard,
JS> they need to spend some
JS> more time and learn how it's done.
Not necessariy... for instance, up until some later versions of WorldCraft,
you couldn't do plane-clipping; which, as I understand it, is much easier
than the endless carves you would do otherwise. There IS a cut-off point
where you should just bite the bullet and learn how, but an editor should be
flexible enough to serve as an outlet for your imagination, not a filter.
Thankfully, 3D Realms' Build editor has managed to do that. I can think of
plenty of things that I could do in Shadow Warrior that I would know how to
do; compare this to one of those Doom editors from yonder days, and it's like
using Lego blocks.
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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