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echo: apogee
to: JOE SIEGLER
from: JONATHAN FINGAS
date: 1998-02-03 15:21:00
subject: Duke Nukem Forever

 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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