Douglas Quaid@Posted: Wed Dec 30, 2009 8:09 pm :
Hey guys, I got Wolfenstein for Christmas and I really enjoy it. :D I would like to open up the editor but I get this after messing around with the editor target.

Image

I read through the other threads but I can't seem to find the answer. If someone knows whether WolfEd works could you please tell me.

Thanks!



Zombie13@Posted: Wed Dec 30, 2009 8:33 pm :
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.



=FF=Sturm@Posted: Wed Dec 30, 2009 9:10 pm :
Zombie13 wrote:
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.

Finally someone notices it
Congratulations men :twisted:



Douglas Quaid@Posted: Wed Dec 30, 2009 9:49 pm :
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.



simulation@Posted: Wed Dec 30, 2009 11:10 pm :
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com



Tron@Posted: Thu Dec 31, 2009 2:23 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:



aardwolf@Posted: Thu Dec 31, 2009 2:25 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


YEAH FOR UE3 DEVELOPMENT!!!!!



Zombie13@Posted: Thu Dec 31, 2009 2:33 am :
Tron wrote:
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:


+1 :evil:



Douglas Quaid@Posted: Thu Dec 31, 2009 6:20 pm :
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?



aardwolf@Posted: Thu Dec 31, 2009 6:26 pm :
Douglas Quaid wrote:
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?


Great, since I am right now taking 3ds max lessons, does that mean ill be able to make :shock::shock::shock: ut3 levels then?



Douglas Quaid@Posted: Thu Dec 31, 2009 6:34 pm :
If I remember right, alot of the terrain was clumps of external assets (max, maya etc). I may be wrong but the editor looks very polished and I'd say it takes a bit of getting used to after using DEdit and Preditor, maybe a week before a map gets going.



obihb@Posted: Thu Dec 31, 2009 8:54 pm :
Yeah, UE3 works with static meshes as a huge percentage of level construction which means if you learn something like Max, you're on the right track for creating custom assets. Of course simply building a UT3 level you can use their static meshes as well. They still use brush for minor things like basic structure but static mesh is really the way things are built. The editor is not that hard to get into if you've done other game editing. If you bought the UT3 special edition you get a whole bunch of tutorial videos along with it from 3DBuzz that will teach a whole lot of stuff about the editor, building levels, making particle systems, materials, Kismet scripting.. etc. It's all very cool stuff.

Of course the UDK has a newer version of the editor and engine than UT3 but it's all still very much the same, even if some stuff might look different here and there, they work basically the same still.



New Horizon@Posted: Fri Jan 01, 2010 2:09 am :
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.



=FF=Sturm@Posted: Fri Jan 01, 2010 4:19 am :
New Horizon wrote:
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.

you can't... The whole streaming system kills it. Tried the most hacks to do it, and only recieved errors.
Now, You can map for the multiplayer, but the multiplayer is sad



The Happy Friar@Posted: Fri Jan 01, 2010 5:05 pm :
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.



Douglas Quaid@Posted: Fri Jan 01, 2010 6:12 pm :
Well it seems I'll be getting started with 3dmax or maya. I have really begun to enjoy creating levels and once I get Recall released I'll probobly try and make some maps for UT3 or Crysis. But idTech 4 is one hell of a nice engine and I really enjoyed the games made with it apart from Q4. :)

Doom 3 = The grand master, the ultimate FPS god and the best game ever made.
Quake 4 = Playable but boring and bad sound design.
Prey = Best Singleplayer since Doom 3 but lacked a decent multiplayer.
ET:QW = Alot of fun :D
Wolfenstein = A really enjoyable game but no level editor.



David_020@Posted: Sat Jan 02, 2010 8:12 am :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


2 significant choices remain w/o heavy reliance on model assets for map making: CoDRadiant (with CoD 4, 5) and Source. Not to go negative on your point, but more control is a relevant term. In most studios that follow the "Unreal" method of the mapmaking pipeline, level designers do less and less map building and more blockout and scripting. Artists do most of the asset creation and final set dressing. If you want to do both (map building and gameplay), stick with the 2 engines I mentioned. id tech 4 is awesome but only one studio is confirmed still using it, albeit a highly modified version.



aardwolf@Posted: Sat Jan 02, 2010 10:56 pm :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


I dont understand, what do you mean by external assets? Assets packed in .pk4 files like in doom3? And in what way does that make map making or modelling different? And, opposed to what other type of asset packing? The unreal way of mapping and modelling? Sorry for my noobness.



whitewolf@Posted: Sun Jan 03, 2010 5:58 am :
External assets meaning meshes modelled in a 3d suite separate from a dedicated map editor like radiant, hammer, unreal editor etc. The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork. Since around the time doom 3 was made the trend has been to move away from sculpting geometry in-editor and towards bulding meshes in max or maya. These days editors are mainly used for vis blocking, triggers and scripting, and blocking out.



David_020@Posted: Sun Jan 03, 2010 10:27 pm :
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



Ivan_the_B@Posted: Fri Apr 02, 2010 1:55 am :
Seems like a good texture to me (except for the fact that there are little shadows in the diffusemap).



Chr1s@Posted: Fri Apr 02, 2010 3:55 pm :
Sturm, broken record much?

Was some pretty good textures used, you are just blinded by your hate for the title.



=FF=Sturm@Posted: Fri Apr 02, 2010 5:33 pm :
Chr1s wrote:
Was some pretty good textures used.

lol
Right, good textures for a 2003 game mod but not for a 2009 commercial title... And the fatty hands with the little pistol...
I love how they managed to lie the community with the hype :twisted:
Btw, where is the magical SDK that was promised back then?

This game is story, forget it man :P

P.S: Diffuse maps may only contain color info, not shadows or alike
Taken from modwiki.net

Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.



GUInterface@Posted: Mon Apr 05, 2010 4:30 am :
What hype? Activision didn't give a damn about this game before releasing. Had they actually paid for advertising I'm sure every gamer would have been brainwashed by all the propaganda and be talking about what an awesome game it was!!!!! even nowadays.
It worked with Uncharted 2, Mass Effect 2 and every Call of Duty title. :lol:



aardwolf@Posted: Mon Apr 05, 2010 10:56 am :
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?



=FF=Sturm@Posted: Mon Apr 05, 2010 1:08 pm :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?

The facts actually prove it :twisted:
About the hype, it's pretty obvious that it had a lot (It has wolfenstein name on it), but not good advertisement. (except for hundreds of useless trailers)



GUInterface@Posted: Tue Apr 06, 2010 12:58 am :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.



pazur@Posted: Tue Apr 06, 2010 6:33 pm :
I'm still wondering why Wolfenstein flopped so much. Ok, the Single-player had flaws and the MP has been a step back from W:ET... but when I look at the server list it's really a disaster.



gavavva@Posted: Tue Apr 06, 2010 8:37 pm :
I think its because the single player had flaws and the mp was a step back... I dunno just a hunch :p

Lets face it, Raven are terrible these days. Quake 4 was seriously last gen in gameplay, and so was Wolf. The worst thing is the game could have been saved if the MP was AT LEAST as good as the old game and all they had to do was copy it... Yet they even screwed that up. Crappy maps, crappy classes, awful visuals and really poor gameplay meant that nobody would want to touch it online. The old RtCW (And on PC, ET) were mega hits online. Even the xbox version was played like crazy... To say people were left with a bad taste after the shambles we got is an understatment...



gavavva@Posted: Tue Apr 06, 2010 8:40 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.



aardwolf@Posted: Wed Apr 07, 2010 8:58 am :
gavavva wrote:
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.


And let me guess, so did Dragon Age Origins.



pazur@Posted: Thu Apr 08, 2010 11:20 pm :
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:



Zombie13@Posted: Fri Apr 09, 2010 10:36 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Not to rain on your parade or anything. But Raven didn't do the MP Endrant did and they are no longer around.

You should get some facts before shooting down companies =)



aardwolf@Posted: Fri Apr 09, 2010 10:47 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Hmm, the SP portions of their games aren't that solid either, they are very simple predictable stories and bland characters only there to serve as cool models for the MP.



pazur@Posted: Sat Apr 10, 2010 5:32 am :
Yes I know it was Endrant but Raven had the project lead I thought or was that Activision? Doesn't matter in the end. Whoever was in charge for the conceptual work messed up the SP and the MP too.



shaviro@Posted: Sat Apr 10, 2010 12:07 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.


Mass Effect 2 is easily the best game I've played since 2003. It's in a whole other league than (in my opinion) crap like Quake4 or Wolfailstein.
I also disagree about wolfailstein being one of the prettiest games made with idtech4 (or even that it's a good title). The game looked downright horrible. The textures were excrutiatingly bad and pimply and the generel design of the game was grey in grey. Wolfailstein had hype, but nobody cared because the released media was really really bad. Everybody could see it right from the "start". Everybody knew this was going to flop big time. The game sold like shit because the game is shit. Comparing it to Mass Effect 2 is almost insulting :P That game may have a large commercial engine feeding it, but the quality of the game speaks for itself. I played the first game and wasn't all that impressed. The sequel won me over like not many games have before it.

Quake4 and Wolfailstein both suffer from being nobody's baby. Noone throughout development really cared for these games and it shows. They're generic, bland and hurt id software and their franchises more than they gain. It's not so weird id has decided to make all their AAA games in-house now. Raven failed miserably.



aardwolf@Posted: Sat Apr 10, 2010 9:56 pm :
I dont know if im right, but Carmack mentioned like 2 years ago that there was probably going to be a next Quake game, which would be a sequel to q3, and that it was going to be developed in-house. Anyone who knows more please correct me if im wrong. Now that they are part of Zenimax, they maybe can make all their many game sequels in-house, and pump out game after game like Bioware did. Geeze, they have release like what, 4 games in a 6 month period by now?



pazur@Posted: Sun Apr 11, 2010 10:00 pm :
Maybe it was Quake Live what he meant... and I think the guys at id are right now busy with Rage.



aardwolf@Posted: Mon Apr 12, 2010 8:13 pm :
No, I think I read something about a new quake, not quake live. Maybe they meant the console version of q3 being done by Pi Studios. When's that thing being released, it's been in development for years now.



Ivan_the_B@Posted: Fri Apr 02, 2010 1:55 am :
Seems like a good texture to me (except for the fact that there are little shadows in the diffusemap).



Chr1s@Posted: Fri Apr 02, 2010 3:55 pm :
Sturm, broken record much?

Was some pretty good textures used, you are just blinded by your hate for the title.



=FF=Sturm@Posted: Fri Apr 02, 2010 5:33 pm :
Chr1s wrote:
Was some pretty good textures used.

lol
Right, good textures for a 2003 game mod but not for a 2009 commercial title... And the fatty hands with the little pistol...
I love how they managed to lie the community with the hype :twisted:
Btw, where is the magical SDK that was promised back then?

This game is story, forget it man :P

P.S: Diffuse maps may only contain color info, not shadows or alike
Taken from modwiki.net

Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.



GUInterface@Posted: Mon Apr 05, 2010 4:30 am :
What hype? Activision didn't give a damn about this game before releasing. Had they actually paid for advertising I'm sure every gamer would have been brainwashed by all the propaganda and be talking about what an awesome game it was!!!!! even nowadays.
It worked with Uncharted 2, Mass Effect 2 and every Call of Duty title. :lol:



aardwolf@Posted: Mon Apr 05, 2010 10:56 am :
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?



=FF=Sturm@Posted: Mon Apr 05, 2010 1:08 pm :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?

The facts actually prove it :twisted:
About the hype, it's pretty obvious that it had a lot (It has wolfenstein name on it), but not good advertisement. (except for hundreds of useless trailers)



GUInterface@Posted: Tue Apr 06, 2010 12:58 am :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.



pazur@Posted: Tue Apr 06, 2010 6:33 pm :
I'm still wondering why Wolfenstein flopped so much. Ok, the Single-player had flaws and the MP has been a step back from W:ET... but when I look at the server list it's really a disaster.



gavavva@Posted: Tue Apr 06, 2010 8:37 pm :
I think its because the single player had flaws and the mp was a step back... I dunno just a hunch :p

Lets face it, Raven are terrible these days. Quake 4 was seriously last gen in gameplay, and so was Wolf. The worst thing is the game could have been saved if the MP was AT LEAST as good as the old game and all they had to do was copy it... Yet they even screwed that up. Crappy maps, crappy classes, awful visuals and really poor gameplay meant that nobody would want to touch it online. The old RtCW (And on PC, ET) were mega hits online. Even the xbox version was played like crazy... To say people were left with a bad taste after the shambles we got is an understatment...



gavavva@Posted: Tue Apr 06, 2010 8:40 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.



aardwolf@Posted: Wed Apr 07, 2010 8:58 am :
gavavva wrote:
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.


And let me guess, so did Dragon Age Origins.



pazur@Posted: Thu Apr 08, 2010 11:20 pm :
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:



Zombie13@Posted: Fri Apr 09, 2010 10:36 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Not to rain on your parade or anything. But Raven didn't do the MP Endrant did and they are no longer around.

You should get some facts before shooting down companies =)



aardwolf@Posted: Fri Apr 09, 2010 10:47 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Hmm, the SP portions of their games aren't that solid either, they are very simple predictable stories and bland characters only there to serve as cool models for the MP.



pazur@Posted: Sat Apr 10, 2010 5:32 am :
Yes I know it was Endrant but Raven had the project lead I thought or was that Activision? Doesn't matter in the end. Whoever was in charge for the conceptual work messed up the SP and the MP too.



shaviro@Posted: Sat Apr 10, 2010 12:07 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.


Mass Effect 2 is easily the best game I've played since 2003. It's in a whole other league than (in my opinion) crap like Quake4 or Wolfailstein.
I also disagree about wolfailstein being one of the prettiest games made with idtech4 (or even that it's a good title). The game looked downright horrible. The textures were excrutiatingly bad and pimply and the generel design of the game was grey in grey. Wolfailstein had hype, but nobody cared because the released media was really really bad. Everybody could see it right from the "start". Everybody knew this was going to flop big time. The game sold like shit because the game is shit. Comparing it to Mass Effect 2 is almost insulting :P That game may have a large commercial engine feeding it, but the quality of the game speaks for itself. I played the first game and wasn't all that impressed. The sequel won me over like not many games have before it.

Quake4 and Wolfailstein both suffer from being nobody's baby. Noone throughout development really cared for these games and it shows. They're generic, bland and hurt id software and their franchises more than they gain. It's not so weird id has decided to make all their AAA games in-house now. Raven failed miserably.



aardwolf@Posted: Sat Apr 10, 2010 9:56 pm :
I dont know if im right, but Carmack mentioned like 2 years ago that there was probably going to be a next Quake game, which would be a sequel to q3, and that it was going to be developed in-house. Anyone who knows more please correct me if im wrong. Now that they are part of Zenimax, they maybe can make all their many game sequels in-house, and pump out game after game like Bioware did. Geeze, they have release like what, 4 games in a 6 month period by now?



pazur@Posted: Sun Apr 11, 2010 10:00 pm :
Maybe it was Quake Live what he meant... and I think the guys at id are right now busy with Rage.



aardwolf@Posted: Mon Apr 12, 2010 8:13 pm :
No, I think I read something about a new quake, not quake live. Maybe they meant the console version of q3 being done by Pi Studios. When's that thing being released, it's been in development for years now.



Douglas Quaid@Posted: Wed Dec 30, 2009 8:09 pm :
Hey guys, I got Wolfenstein for Christmas and I really enjoy it. :D I would like to open up the editor but I get this after messing around with the editor target.

Image

I read through the other threads but I can't seem to find the answer. If someone knows whether WolfEd works could you please tell me.

Thanks!



Zombie13@Posted: Wed Dec 30, 2009 8:33 pm :
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.



=FF=Sturm@Posted: Wed Dec 30, 2009 9:10 pm :
Zombie13 wrote:
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.

Finally someone notices it
Congratulations men :twisted:



Douglas Quaid@Posted: Wed Dec 30, 2009 9:49 pm :
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.



simulation@Posted: Wed Dec 30, 2009 11:10 pm :
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com



Tron@Posted: Thu Dec 31, 2009 2:23 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:



aardwolf@Posted: Thu Dec 31, 2009 2:25 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


YEAH FOR UE3 DEVELOPMENT!!!!!



Zombie13@Posted: Thu Dec 31, 2009 2:33 am :
Tron wrote:
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:


+1 :evil:



Douglas Quaid@Posted: Thu Dec 31, 2009 6:20 pm :
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?



aardwolf@Posted: Thu Dec 31, 2009 6:26 pm :
Douglas Quaid wrote:
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?


Great, since I am right now taking 3ds max lessons, does that mean ill be able to make :shock::shock::shock: ut3 levels then?



Douglas Quaid@Posted: Thu Dec 31, 2009 6:34 pm :
If I remember right, alot of the terrain was clumps of external assets (max, maya etc). I may be wrong but the editor looks very polished and I'd say it takes a bit of getting used to after using DEdit and Preditor, maybe a week before a map gets going.



obihb@Posted: Thu Dec 31, 2009 8:54 pm :
Yeah, UE3 works with static meshes as a huge percentage of level construction which means if you learn something like Max, you're on the right track for creating custom assets. Of course simply building a UT3 level you can use their static meshes as well. They still use brush for minor things like basic structure but static mesh is really the way things are built. The editor is not that hard to get into if you've done other game editing. If you bought the UT3 special edition you get a whole bunch of tutorial videos along with it from 3DBuzz that will teach a whole lot of stuff about the editor, building levels, making particle systems, materials, Kismet scripting.. etc. It's all very cool stuff.

Of course the UDK has a newer version of the editor and engine than UT3 but it's all still very much the same, even if some stuff might look different here and there, they work basically the same still.



New Horizon@Posted: Fri Jan 01, 2010 2:09 am :
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.



=FF=Sturm@Posted: Fri Jan 01, 2010 4:19 am :
New Horizon wrote:
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.

you can't... The whole streaming system kills it. Tried the most hacks to do it, and only recieved errors.
Now, You can map for the multiplayer, but the multiplayer is sad



The Happy Friar@Posted: Fri Jan 01, 2010 5:05 pm :
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.



Douglas Quaid@Posted: Fri Jan 01, 2010 6:12 pm :
Well it seems I'll be getting started with 3dmax or maya. I have really begun to enjoy creating levels and once I get Recall released I'll probobly try and make some maps for UT3 or Crysis. But idTech 4 is one hell of a nice engine and I really enjoyed the games made with it apart from Q4. :)

Doom 3 = The grand master, the ultimate FPS god and the best game ever made.
Quake 4 = Playable but boring and bad sound design.
Prey = Best Singleplayer since Doom 3 but lacked a decent multiplayer.
ET:QW = Alot of fun :D
Wolfenstein = A really enjoyable game but no level editor.



David_020@Posted: Sat Jan 02, 2010 8:12 am :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


2 significant choices remain w/o heavy reliance on model assets for map making: CoDRadiant (with CoD 4, 5) and Source. Not to go negative on your point, but more control is a relevant term. In most studios that follow the "Unreal" method of the mapmaking pipeline, level designers do less and less map building and more blockout and scripting. Artists do most of the asset creation and final set dressing. If you want to do both (map building and gameplay), stick with the 2 engines I mentioned. id tech 4 is awesome but only one studio is confirmed still using it, albeit a highly modified version.



aardwolf@Posted: Sat Jan 02, 2010 10:56 pm :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


I dont understand, what do you mean by external assets? Assets packed in .pk4 files like in doom3? And in what way does that make map making or modelling different? And, opposed to what other type of asset packing? The unreal way of mapping and modelling? Sorry for my noobness.



whitewolf@Posted: Sun Jan 03, 2010 5:58 am :
External assets meaning meshes modelled in a 3d suite separate from a dedicated map editor like radiant, hammer, unreal editor etc. The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork. Since around the time doom 3 was made the trend has been to move away from sculpting geometry in-editor and towards bulding meshes in max or maya. These days editors are mainly used for vis blocking, triggers and scripting, and blocking out.



David_020@Posted: Sun Jan 03, 2010 10:27 pm :
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



aardwolf@Posted: Mon Jan 04, 2010 1:40 am :
David_020 wrote:
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.


Yeah, which proves that the CoD series up to now are still more or less quake3 mods. :D But i dont get that "mesh-based system". Why does it bloat the team into specialization and provides poor design support iteraction? Aren't levels made with a special editor like radiant, hammer or unreal editor made with meshes too?



=FF=Sturm@Posted: Mon Jan 04, 2010 2:15 am :
Quote:

Yeah, which proves that the CoD series up to now are still more or less quake3 mods. :D But i dont get that "mesh-based system". Why does it bloat the team into specialization and provides poor design support iteraction? Aren't levels made with a special editor like radiant, hammer or unreal editor made with meshes too?


+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg



obihb@Posted: Mon Jan 04, 2010 9:09 am :
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.



BNA!@Posted: Mon Jan 04, 2010 11:05 am :
obihb wrote:
Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.


More than that - it's a requirement.



=FF=Sturm@Posted: Mon Jan 04, 2010 1:34 pm :
obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.

OFC, however there are nice tricks for brushes that will provide better results than hard edge walls.
Overall using static-meshes it's better for design and decoration, because you are not as limited as with brushes



whitewolf@Posted: Mon Jan 04, 2010 6:53 pm :
Quote:

The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



"Built in brushes" is a bit of an overstatement. Sure, there are geometric elements still built from brushes, but this is an ever dwindling percentage of total map geometry.

obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models.


This. Plus brushes can be a pain in the ass to texture in certain circumstances. Sometimes you just want a UV map. The whole idea of the brush is a product of the way the old bsp compiler worked in the days of yonder (and still does in id engines). The vis could only be calculated from convex polyhedra, so they came up with the slicing and dicing using the clipper tool. It was never to make it easier for the modeller.



aardwolf@Posted: Mon Jan 04, 2010 7:57 pm :
All this great information is so useful to me! You have my gratitude! :D Maybe I should detail that I'm now slowly, but certainly, learning 3d modelling with max, so that's why I was asking all those questions. This is something that I really want to get into, I'd like someday to work for the industry, creating that awesome, and not so awesome too :P content on games, like 3d models, level geometry, and such. Right now i'm in the spend-10-hours-to-make-a-non-regular-shape using noobish techniques level of noobiness, but I'll improve. :) I really would like to work in a mod with you the regular visitors to this board too. :)



aardwolf@Posted: Mon Jan 04, 2010 7:59 pm :
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)



David_020@Posted: Tue Jan 05, 2010 5:52 am :
obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.


I'm not advocating to forgo using 3d modeling programs. That's crazy. Those skills are necessary to create higher detail models when needed. I don't think I ever said a "purely" brush-based system in my above posts. Of course you need meshes for very detailed modeling even in a brush heavy system.

As for the comments of CoD's recent engines (MW 1,2 and WaW) using heavy mesh work, that's inaccurate. It's more brush-based and uses meshes for higher detail elements.

From my experience in using Unreal and Radiant, a brush-based system wins over because designers have more control and responsibility for their levels. With a team using a mesh heavy system, the designer's role on environment work is lessen significantly. So you say "Well, I have great modeling skills." Excellent. However, the studio structure will still "slot" you into a specialized designer role. It's because they prize experts with a deep vertical slice of knowledge vs. broad skilled generalists. When studios adopt this specialized approach, your chances to expand and demonstrate all those broad skills you gained are lessen. And yes, there are still studios that look for generalist designers. They are not a dead-end breed.

As for the comments on "don't worry, focus on brushwork over meshes", I never said that and please don't distort my words. The point I tried to make is that the industry thinks that mesh-based systems are a panacea for great game design and scheduling. It's not in my experience. I prefer fast design iteration, smaller teams, and strong generalists. I believe the technology choice can either help or hurt that position.



=FF=Sturm@Posted: Tue Jan 05, 2010 11:47 pm :
aardwolf wrote:
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)

Well, first of all lets take a look to the first (wolf) screen and it's enviroment only...
The light is horrid because it doesn't blend the enviroment at all (i presume that its cave, so where is the fog? spider webs? ummm), it's like it doesn't have a decent ambient light/details. It looks 70 times worse than a default doom 3 testmap. (Don't get me wrong, Rtcw had better atmosphere in all the terms, it had spooky dungeons, there were details like spider webs, skelletons...)
The textures are OVER streched and pixelated and it has very noticiable hard edges in the brushes ( I hope that these green rocks are brushes, because if these are models......) :( (they didn't even wasted their time using tricks/decals at the edges of brushes...
Now take a look to some maps... You will notice that the lighting blends the enviroment.

http://www.kn00tcn.net/kn-cod5edgewater.jpg
http://happypenguin.org/images/training1.jpg
http://www.modrealms.com/blog/wp-conten ... g-hall.jpg

I recomend you to look to "The Dark Mod" maps, they look stunning in this

Anyway, I will show you later on that the brushwork may look awesome if you know how to use it .D



aardwolf@Posted: Wed Jan 06, 2010 5:04 am :
So, then it's not possible to use any type of editor to make maps for wolfenstein then?



aardwolf@Posted: Wed Jan 06, 2010 5:05 am :
=FF=Sturm wrote:
aardwolf wrote:
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)

Well, first of all lets take a look to the first (wolf) screen and it's enviroment only...
The light is horrid because it doesn't blend the enviroment at all (i presume that its cave, so where is the fog? spider webs? ummm), it's like it doesn't have a decent ambient light/details. It looks 70 times worse than a default doom 3 testmap. (Don't get me wrong, Rtcw had better atmosphere in all the terms, it had spooky dungeons, there were details like spider webs, skelletons...)
The textures are OVER streched and pixelated and it has very noticiable hard edges in the brushes ( I hope that these green rocks are brushes, because if these are models......) :( (they didn't even wasted their time using tricks/decals at the edges of brushes...
Now take a look to some maps... You will notice that the lighting blends the enviroment.

http://www.kn00tcn.net/kn-cod5edgewater.jpg
http://happypenguin.org/images/training1.jpg
http://www.modrealms.com/blog/wp-conten ... g-hall.jpg

I recomend you to look to "The Dark Mod" maps, they look stunning in this

Anyway, I will show you later on that the brushwork may look awesome if you know how to use it .D


Great man, awesome! Appreciated. What a coincidence, I spent most of today downloading the dark mod, wanted to try it out, specially for their touted FM building features. I'm playing the tutorials, trying to get a look at what's possible with this. The few maps that I've seen so far do look great, specially the lighting, unfortunately since most of the areas are dark, I dont know where to look for good mapping detail work. :o



=FF=Sturm@Posted: Wed Jan 06, 2010 12:58 pm :
aardwolf wrote:
So, then it's not possible to use any type of editor to make maps for wolfenstein then?

you can use etqw tools to make it for the multiplayer. It has the same functions... not really big change.



GUInterface@Posted: Mon Mar 22, 2010 6:47 am :
So, I guess the entire SDK thing was a lie in the end? Meh :cry:



Chr1s@Posted: Mon Mar 22, 2010 9:04 pm :
Weird, I was just talking about the missing sdk with hannes (we both worked worked on wolfpro with syd also) when discussing the upcoming Brink :)

Not that it really matters any more but you can use etqw editworld to make a map, alter the .entities and get it working in Wolfenstein, I tried it back when I thought game had little chance at life (how foolish I was) and got an almost working map with objectives working, only thing I could get to happen was spawn changing. :mrgreen:



GUInterface@Posted: Tue Mar 23, 2010 8:38 am :
Can SP maps be made with it?



Neurological@Posted: Tue Mar 23, 2010 12:39 pm :
GUInterface wrote:
Can SP maps be made with it?


I think not, SP and MP are two different engines. They are still Id Tech 4, but the MP part uses a "modified" version of QW, SP is a heavily modified version.



pazur@Posted: Wed Mar 31, 2010 10:25 pm :
It's pretty sad there is no SDK for the new Wolfenstein... the game has a lot of cool textures from what I've seen. It would be for sure fun to play around and the multilayer is not that bad in my opinion. It has a solid game play like in RtCW with the objectives.

I have the feeling that game developers don't want to spend any effort or money after releasing the game if not absolutely necessary. Probably a patch is considered necessary but not a SDK or support for the community by providing documentation or an official forum. The latest blockbusters like Modern Warfare 2 and Bad Company 2 are closed games with no custom maps... and map packs are sold like the one for Modern Warfare 2 for 15$!... so level designers and modders are bad. They cost game developers money because they need time to support them and you can sell new maps too... yay! :roll:



=FF=Sturm@Posted: Thu Apr 01, 2010 11:32 am :
pazur wrote:
... the game has a lot of cool textures from what I've seen.

Don't lie to your eyes... I've seen them and they are poor q3 like textures with heavy detail/normal maps.
Look:



aardwolf@Posted: Thu Apr 01, 2010 10:31 pm :
Those are poor q3 quality textures? Like I said before, im just getting started with this whole modding / game technical quality and such. So what are good quality textures then?



Ivan_the_B@Posted: Fri Apr 02, 2010 1:55 am :
Seems like a good texture to me (except for the fact that there are little shadows in the diffusemap).



Chr1s@Posted: Fri Apr 02, 2010 3:55 pm :
Sturm, broken record much?

Was some pretty good textures used, you are just blinded by your hate for the title.



=FF=Sturm@Posted: Fri Apr 02, 2010 5:33 pm :
Chr1s wrote:
Was some pretty good textures used.

lol
Right, good textures for a 2003 game mod but not for a 2009 commercial title... And the fatty hands with the little pistol...
I love how they managed to lie the community with the hype :twisted:
Btw, where is the magical SDK that was promised back then?

This game is story, forget it man :P

P.S: Diffuse maps may only contain color info, not shadows or alike
Taken from modwiki.net

Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.



GUInterface@Posted: Mon Apr 05, 2010 4:30 am :
What hype? Activision didn't give a damn about this game before releasing. Had they actually paid for advertising I'm sure every gamer would have been brainwashed by all the propaganda and be talking about what an awesome game it was!!!!! even nowadays.
It worked with Uncharted 2, Mass Effect 2 and every Call of Duty title. :lol:



aardwolf@Posted: Mon Apr 05, 2010 10:56 am :
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?



=FF=Sturm@Posted: Mon Apr 05, 2010 1:08 pm :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?

The facts actually prove it :twisted:
About the hype, it's pretty obvious that it had a lot (It has wolfenstein name on it), but not good advertisement. (except for hundreds of useless trailers)



GUInterface@Posted: Tue Apr 06, 2010 12:58 am :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.



pazur@Posted: Tue Apr 06, 2010 6:33 pm :
I'm still wondering why Wolfenstein flopped so much. Ok, the Single-player had flaws and the MP has been a step back from W:ET... but when I look at the server list it's really a disaster.



gavavva@Posted: Tue Apr 06, 2010 8:37 pm :
I think its because the single player had flaws and the mp was a step back... I dunno just a hunch :p

Lets face it, Raven are terrible these days. Quake 4 was seriously last gen in gameplay, and so was Wolf. The worst thing is the game could have been saved if the MP was AT LEAST as good as the old game and all they had to do was copy it... Yet they even screwed that up. Crappy maps, crappy classes, awful visuals and really poor gameplay meant that nobody would want to touch it online. The old RtCW (And on PC, ET) were mega hits online. Even the xbox version was played like crazy... To say people were left with a bad taste after the shambles we got is an understatment...



gavavva@Posted: Tue Apr 06, 2010 8:40 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.



aardwolf@Posted: Wed Apr 07, 2010 8:58 am :
gavavva wrote:
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.


And let me guess, so did Dragon Age Origins.



pazur@Posted: Thu Apr 08, 2010 11:20 pm :
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:



Zombie13@Posted: Fri Apr 09, 2010 10:36 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Not to rain on your parade or anything. But Raven didn't do the MP Endrant did and they are no longer around.

You should get some facts before shooting down companies =)



aardwolf@Posted: Fri Apr 09, 2010 10:47 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Hmm, the SP portions of their games aren't that solid either, they are very simple predictable stories and bland characters only there to serve as cool models for the MP.



pazur@Posted: Sat Apr 10, 2010 5:32 am :
Yes I know it was Endrant but Raven had the project lead I thought or was that Activision? Doesn't matter in the end. Whoever was in charge for the conceptual work messed up the SP and the MP too.



shaviro@Posted: Sat Apr 10, 2010 12:07 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.


Mass Effect 2 is easily the best game I've played since 2003. It's in a whole other league than (in my opinion) crap like Quake4 or Wolfailstein.
I also disagree about wolfailstein being one of the prettiest games made with idtech4 (or even that it's a good title). The game looked downright horrible. The textures were excrutiatingly bad and pimply and the generel design of the game was grey in grey. Wolfailstein had hype, but nobody cared because the released media was really really bad. Everybody could see it right from the "start". Everybody knew this was going to flop big time. The game sold like shit because the game is shit. Comparing it to Mass Effect 2 is almost insulting :P That game may have a large commercial engine feeding it, but the quality of the game speaks for itself. I played the first game and wasn't all that impressed. The sequel won me over like not many games have before it.

Quake4 and Wolfailstein both suffer from being nobody's baby. Noone throughout development really cared for these games and it shows. They're generic, bland and hurt id software and their franchises more than they gain. It's not so weird id has decided to make all their AAA games in-house now. Raven failed miserably.



aardwolf@Posted: Sat Apr 10, 2010 9:56 pm :
I dont know if im right, but Carmack mentioned like 2 years ago that there was probably going to be a next Quake game, which would be a sequel to q3, and that it was going to be developed in-house. Anyone who knows more please correct me if im wrong. Now that they are part of Zenimax, they maybe can make all their many game sequels in-house, and pump out game after game like Bioware did. Geeze, they have release like what, 4 games in a 6 month period by now?



pazur@Posted: Sun Apr 11, 2010 10:00 pm :
Maybe it was Quake Live what he meant... and I think the guys at id are right now busy with Rage.



aardwolf@Posted: Mon Apr 12, 2010 8:13 pm :
No, I think I read something about a new quake, not quake live. Maybe they meant the console version of q3 being done by Pi Studios. When's that thing being released, it's been in development for years now.



Ivan_the_B@Posted: Fri Apr 02, 2010 1:55 am :
Seems like a good texture to me (except for the fact that there are little shadows in the diffusemap).



Chr1s@Posted: Fri Apr 02, 2010 3:55 pm :
Sturm, broken record much?

Was some pretty good textures used, you are just blinded by your hate for the title.



=FF=Sturm@Posted: Fri Apr 02, 2010 5:33 pm :
Chr1s wrote:
Was some pretty good textures used.

lol
Right, good textures for a 2003 game mod but not for a 2009 commercial title... And the fatty hands with the little pistol...
I love how they managed to lie the community with the hype :twisted:
Btw, where is the magical SDK that was promised back then?

This game is story, forget it man :P

P.S: Diffuse maps may only contain color info, not shadows or alike
Taken from modwiki.net

Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.



GUInterface@Posted: Mon Apr 05, 2010 4:30 am :
What hype? Activision didn't give a damn about this game before releasing. Had they actually paid for advertising I'm sure every gamer would have been brainwashed by all the propaganda and be talking about what an awesome game it was!!!!! even nowadays.
It worked with Uncharted 2, Mass Effect 2 and every Call of Duty title. :lol:



aardwolf@Posted: Mon Apr 05, 2010 10:56 am :
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?



=FF=Sturm@Posted: Mon Apr 05, 2010 1:08 pm :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?

The facts actually prove it :twisted:
About the hype, it's pretty obvious that it had a lot (It has wolfenstein name on it), but not good advertisement. (except for hundreds of useless trailers)



GUInterface@Posted: Tue Apr 06, 2010 12:58 am :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.



pazur@Posted: Tue Apr 06, 2010 6:33 pm :
I'm still wondering why Wolfenstein flopped so much. Ok, the Single-player had flaws and the MP has been a step back from W:ET... but when I look at the server list it's really a disaster.



gavavva@Posted: Tue Apr 06, 2010 8:37 pm :
I think its because the single player had flaws and the mp was a step back... I dunno just a hunch :p

Lets face it, Raven are terrible these days. Quake 4 was seriously last gen in gameplay, and so was Wolf. The worst thing is the game could have been saved if the MP was AT LEAST as good as the old game and all they had to do was copy it... Yet they even screwed that up. Crappy maps, crappy classes, awful visuals and really poor gameplay meant that nobody would want to touch it online. The old RtCW (And on PC, ET) were mega hits online. Even the xbox version was played like crazy... To say people were left with a bad taste after the shambles we got is an understatment...



gavavva@Posted: Tue Apr 06, 2010 8:40 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.



aardwolf@Posted: Wed Apr 07, 2010 8:58 am :
gavavva wrote:
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.


And let me guess, so did Dragon Age Origins.



pazur@Posted: Thu Apr 08, 2010 11:20 pm :
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:



Zombie13@Posted: Fri Apr 09, 2010 10:36 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Not to rain on your parade or anything. But Raven didn't do the MP Endrant did and they are no longer around.

You should get some facts before shooting down companies =)



aardwolf@Posted: Fri Apr 09, 2010 10:47 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Hmm, the SP portions of their games aren't that solid either, they are very simple predictable stories and bland characters only there to serve as cool models for the MP.



pazur@Posted: Sat Apr 10, 2010 5:32 am :
Yes I know it was Endrant but Raven had the project lead I thought or was that Activision? Doesn't matter in the end. Whoever was in charge for the conceptual work messed up the SP and the MP too.



shaviro@Posted: Sat Apr 10, 2010 12:07 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.


Mass Effect 2 is easily the best game I've played since 2003. It's in a whole other league than (in my opinion) crap like Quake4 or Wolfailstein.
I also disagree about wolfailstein being one of the prettiest games made with idtech4 (or even that it's a good title). The game looked downright horrible. The textures were excrutiatingly bad and pimply and the generel design of the game was grey in grey. Wolfailstein had hype, but nobody cared because the released media was really really bad. Everybody could see it right from the "start". Everybody knew this was going to flop big time. The game sold like shit because the game is shit. Comparing it to Mass Effect 2 is almost insulting :P That game may have a large commercial engine feeding it, but the quality of the game speaks for itself. I played the first game and wasn't all that impressed. The sequel won me over like not many games have before it.

Quake4 and Wolfailstein both suffer from being nobody's baby. Noone throughout development really cared for these games and it shows. They're generic, bland and hurt id software and their franchises more than they gain. It's not so weird id has decided to make all their AAA games in-house now. Raven failed miserably.



aardwolf@Posted: Sat Apr 10, 2010 9:56 pm :
I dont know if im right, but Carmack mentioned like 2 years ago that there was probably going to be a next Quake game, which would be a sequel to q3, and that it was going to be developed in-house. Anyone who knows more please correct me if im wrong. Now that they are part of Zenimax, they maybe can make all their many game sequels in-house, and pump out game after game like Bioware did. Geeze, they have release like what, 4 games in a 6 month period by now?



pazur@Posted: Sun Apr 11, 2010 10:00 pm :
Maybe it was Quake Live what he meant... and I think the guys at id are right now busy with Rage.



aardwolf@Posted: Mon Apr 12, 2010 8:13 pm :
No, I think I read something about a new quake, not quake live. Maybe they meant the console version of q3 being done by Pi Studios. When's that thing being released, it's been in development for years now.



Douglas Quaid@Posted: Wed Dec 30, 2009 8:09 pm :
Hey guys, I got Wolfenstein for Christmas and I really enjoy it. :D I would like to open up the editor but I get this after messing around with the editor target.

Image

I read through the other threads but I can't seem to find the answer. If someone knows whether WolfEd works could you please tell me.

Thanks!



Zombie13@Posted: Wed Dec 30, 2009 8:33 pm :
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.



=FF=Sturm@Posted: Wed Dec 30, 2009 9:10 pm :
Zombie13 wrote:
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.

Finally someone notices it
Congratulations men :twisted:



Douglas Quaid@Posted: Wed Dec 30, 2009 9:49 pm :
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.



simulation@Posted: Wed Dec 30, 2009 11:10 pm :
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com



Tron@Posted: Thu Dec 31, 2009 2:23 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:



aardwolf@Posted: Thu Dec 31, 2009 2:25 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


YEAH FOR UE3 DEVELOPMENT!!!!!



Zombie13@Posted: Thu Dec 31, 2009 2:33 am :
Tron wrote:
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:


+1 :evil:



Douglas Quaid@Posted: Thu Dec 31, 2009 6:20 pm :
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?



aardwolf@Posted: Thu Dec 31, 2009 6:26 pm :
Douglas Quaid wrote:
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?


Great, since I am right now taking 3ds max lessons, does that mean ill be able to make :shock::shock::shock: ut3 levels then?



Douglas Quaid@Posted: Thu Dec 31, 2009 6:34 pm :
If I remember right, alot of the terrain was clumps of external assets (max, maya etc). I may be wrong but the editor looks very polished and I'd say it takes a bit of getting used to after using DEdit and Preditor, maybe a week before a map gets going.



obihb@Posted: Thu Dec 31, 2009 8:54 pm :
Yeah, UE3 works with static meshes as a huge percentage of level construction which means if you learn something like Max, you're on the right track for creating custom assets. Of course simply building a UT3 level you can use their static meshes as well. They still use brush for minor things like basic structure but static mesh is really the way things are built. The editor is not that hard to get into if you've done other game editing. If you bought the UT3 special edition you get a whole bunch of tutorial videos along with it from 3DBuzz that will teach a whole lot of stuff about the editor, building levels, making particle systems, materials, Kismet scripting.. etc. It's all very cool stuff.

Of course the UDK has a newer version of the editor and engine than UT3 but it's all still very much the same, even if some stuff might look different here and there, they work basically the same still.



New Horizon@Posted: Fri Jan 01, 2010 2:09 am :
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.



=FF=Sturm@Posted: Fri Jan 01, 2010 4:19 am :
New Horizon wrote:
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.

you can't... The whole streaming system kills it. Tried the most hacks to do it, and only recieved errors.
Now, You can map for the multiplayer, but the multiplayer is sad



The Happy Friar@Posted: Fri Jan 01, 2010 5:05 pm :
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.



Douglas Quaid@Posted: Fri Jan 01, 2010 6:12 pm :
Well it seems I'll be getting started with 3dmax or maya. I have really begun to enjoy creating levels and once I get Recall released I'll probobly try and make some maps for UT3 or Crysis. But idTech 4 is one hell of a nice engine and I really enjoyed the games made with it apart from Q4. :)

Doom 3 = The grand master, the ultimate FPS god and the best game ever made.
Quake 4 = Playable but boring and bad sound design.
Prey = Best Singleplayer since Doom 3 but lacked a decent multiplayer.
ET:QW = Alot of fun :D
Wolfenstein = A really enjoyable game but no level editor.



David_020@Posted: Sat Jan 02, 2010 8:12 am :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


2 significant choices remain w/o heavy reliance on model assets for map making: CoDRadiant (with CoD 4, 5) and Source. Not to go negative on your point, but more control is a relevant term. In most studios that follow the "Unreal" method of the mapmaking pipeline, level designers do less and less map building and more blockout and scripting. Artists do most of the asset creation and final set dressing. If you want to do both (map building and gameplay), stick with the 2 engines I mentioned. id tech 4 is awesome but only one studio is confirmed still using it, albeit a highly modified version.



aardwolf@Posted: Sat Jan 02, 2010 10:56 pm :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


I dont understand, what do you mean by external assets? Assets packed in .pk4 files like in doom3? And in what way does that make map making or modelling different? And, opposed to what other type of asset packing? The unreal way of mapping and modelling? Sorry for my noobness.



whitewolf@Posted: Sun Jan 03, 2010 5:58 am :
External assets meaning meshes modelled in a 3d suite separate from a dedicated map editor like radiant, hammer, unreal editor etc. The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork. Since around the time doom 3 was made the trend has been to move away from sculpting geometry in-editor and towards bulding meshes in max or maya. These days editors are mainly used for vis blocking, triggers and scripting, and blocking out.



David_020@Posted: Sun Jan 03, 2010 10:27 pm :
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



aardwolf@Posted: Mon Jan 04, 2010 1:40 am :
David_020 wrote:
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.


Yeah, which proves that the CoD series up to now are still more or less quake3 mods. :D But i dont get that "mesh-based system". Why does it bloat the team into specialization and provides poor design support iteraction? Aren't levels made with a special editor like radiant, hammer or unreal editor made with meshes too?



=FF=Sturm@Posted: Mon Jan 04, 2010 2:15 am :
Quote:

Yeah, which proves that the CoD series up to now are still more or less quake3 mods. :D But i dont get that "mesh-based system". Why does it bloat the team into specialization and provides poor design support iteraction? Aren't levels made with a special editor like radiant, hammer or unreal editor made with meshes too?


+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg



obihb@Posted: Mon Jan 04, 2010 9:09 am :
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.



BNA!@Posted: Mon Jan 04, 2010 11:05 am :
obihb wrote:
Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.


More than that - it's a requirement.



=FF=Sturm@Posted: Mon Jan 04, 2010 1:34 pm :
obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.

OFC, however there are nice tricks for brushes that will provide better results than hard edge walls.
Overall using static-meshes it's better for design and decoration, because you are not as limited as with brushes



whitewolf@Posted: Mon Jan 04, 2010 6:53 pm :
Quote:

The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



"Built in brushes" is a bit of an overstatement. Sure, there are geometric elements still built from brushes, but this is an ever dwindling percentage of total map geometry.

obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models.


This. Plus brushes can be a pain in the ass to texture in certain circumstances. Sometimes you just want a UV map. The whole idea of the brush is a product of the way the old bsp compiler worked in the days of yonder (and still does in id engines). The vis could only be calculated from convex polyhedra, so they came up with the slicing and dicing using the clipper tool. It was never to make it easier for the modeller.



aardwolf@Posted: Mon Jan 04, 2010 7:57 pm :
All this great information is so useful to me! You have my gratitude! :D Maybe I should detail that I'm now slowly, but certainly, learning 3d modelling with max, so that's why I was asking all those questions. This is something that I really want to get into, I'd like someday to work for the industry, creating that awesome, and not so awesome too :P content on games, like 3d models, level geometry, and such. Right now i'm in the spend-10-hours-to-make-a-non-regular-shape using noobish techniques level of noobiness, but I'll improve. :) I really would like to work in a mod with you the regular visitors to this board too. :)



aardwolf@Posted: Mon Jan 04, 2010 7:59 pm :
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)



David_020@Posted: Tue Jan 05, 2010 5:52 am :
obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.


I'm not advocating to forgo using 3d modeling programs. That's crazy. Those skills are necessary to create higher detail models when needed. I don't think I ever said a "purely" brush-based system in my above posts. Of course you need meshes for very detailed modeling even in a brush heavy system.

As for the comments of CoD's recent engines (MW 1,2 and WaW) using heavy mesh work, that's inaccurate. It's more brush-based and uses meshes for higher detail elements.

From my experience in using Unreal and Radiant, a brush-based system wins over because designers have more control and responsibility for their levels. With a team using a mesh heavy system, the designer's role on environment work is lessen significantly. So you say "Well, I have great modeling skills." Excellent. However, the studio structure will still "slot" you into a specialized designer role. It's because they prize experts with a deep vertical slice of knowledge vs. broad skilled generalists. When studios adopt this specialized approach, your chances to expand and demonstrate all those broad skills you gained are lessen. And yes, there are still studios that look for generalist designers. They are not a dead-end breed.

As for the comments on "don't worry, focus on brushwork over meshes", I never said that and please don't distort my words. The point I tried to make is that the industry thinks that mesh-based systems are a panacea for great game design and scheduling. It's not in my experience. I prefer fast design iteration, smaller teams, and strong generalists. I believe the technology choice can either help or hurt that position.



=FF=Sturm@Posted: Tue Jan 05, 2010 11:47 pm :
aardwolf wrote:
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)

Well, first of all lets take a look to the first (wolf) screen and it's enviroment only...
The light is horrid because it doesn't blend the enviroment at all (i presume that its cave, so where is the fog? spider webs? ummm), it's like it doesn't have a decent ambient light/details. It looks 70 times worse than a default doom 3 testmap. (Don't get me wrong, Rtcw had better atmosphere in all the terms, it had spooky dungeons, there were details like spider webs, skelletons...)
The textures are OVER streched and pixelated and it has very noticiable hard edges in the brushes ( I hope that these green rocks are brushes, because if these are models......) :( (they didn't even wasted their time using tricks/decals at the edges of brushes...
Now take a look to some maps... You will notice that the lighting blends the enviroment.

http://www.kn00tcn.net/kn-cod5edgewater.jpg
http://happypenguin.org/images/training1.jpg
http://www.modrealms.com/blog/wp-conten ... g-hall.jpg

I recomend you to look to "The Dark Mod" maps, they look stunning in this

Anyway, I will show you later on that the brushwork may look awesome if you know how to use it .D



aardwolf@Posted: Wed Jan 06, 2010 5:04 am :
So, then it's not possible to use any type of editor to make maps for wolfenstein then?



aardwolf@Posted: Wed Jan 06, 2010 5:05 am :
=FF=Sturm wrote:
aardwolf wrote:
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)

Well, first of all lets take a look to the first (wolf) screen and it's enviroment only...
The light is horrid because it doesn't blend the enviroment at all (i presume that its cave, so where is the fog? spider webs? ummm), it's like it doesn't have a decent ambient light/details. It looks 70 times worse than a default doom 3 testmap. (Don't get me wrong, Rtcw had better atmosphere in all the terms, it had spooky dungeons, there were details like spider webs, skelletons...)
The textures are OVER streched and pixelated and it has very noticiable hard edges in the brushes ( I hope that these green rocks are brushes, because if these are models......) :( (they didn't even wasted their time using tricks/decals at the edges of brushes...
Now take a look to some maps... You will notice that the lighting blends the enviroment.

http://www.kn00tcn.net/kn-cod5edgewater.jpg
http://happypenguin.org/images/training1.jpg
http://www.modrealms.com/blog/wp-conten ... g-hall.jpg

I recomend you to look to "The Dark Mod" maps, they look stunning in this

Anyway, I will show you later on that the brushwork may look awesome if you know how to use it .D


Great man, awesome! Appreciated. What a coincidence, I spent most of today downloading the dark mod, wanted to try it out, specially for their touted FM building features. I'm playing the tutorials, trying to get a look at what's possible with this. The few maps that I've seen so far do look great, specially the lighting, unfortunately since most of the areas are dark, I dont know where to look for good mapping detail work. :o



=FF=Sturm@Posted: Wed Jan 06, 2010 12:58 pm :
aardwolf wrote:
So, then it's not possible to use any type of editor to make maps for wolfenstein then?

you can use etqw tools to make it for the multiplayer. It has the same functions... not really big change.



GUInterface@Posted: Mon Mar 22, 2010 6:47 am :
So, I guess the entire SDK thing was a lie in the end? Meh :cry:



Chr1s@Posted: Mon Mar 22, 2010 9:04 pm :
Weird, I was just talking about the missing sdk with hannes (we both worked worked on wolfpro with syd also) when discussing the upcoming Brink :)

Not that it really matters any more but you can use etqw editworld to make a map, alter the .entities and get it working in Wolfenstein, I tried it back when I thought game had little chance at life (how foolish I was) and got an almost working map with objectives working, only thing I could get to happen was spawn changing. :mrgreen:



GUInterface@Posted: Tue Mar 23, 2010 8:38 am :
Can SP maps be made with it?



Neurological@Posted: Tue Mar 23, 2010 12:39 pm :
GUInterface wrote:
Can SP maps be made with it?


I think not, SP and MP are two different engines. They are still Id Tech 4, but the MP part uses a "modified" version of QW, SP is a heavily modified version.



pazur@Posted: Wed Mar 31, 2010 10:25 pm :
It's pretty sad there is no SDK for the new Wolfenstein... the game has a lot of cool textures from what I've seen. It would be for sure fun to play around and the multilayer is not that bad in my opinion. It has a solid game play like in RtCW with the objectives.

I have the feeling that game developers don't want to spend any effort or money after releasing the game if not absolutely necessary. Probably a patch is considered necessary but not a SDK or support for the community by providing documentation or an official forum. The latest blockbusters like Modern Warfare 2 and Bad Company 2 are closed games with no custom maps... and map packs are sold like the one for Modern Warfare 2 for 15$!... so level designers and modders are bad. They cost game developers money because they need time to support them and you can sell new maps too... yay! :roll:



=FF=Sturm@Posted: Thu Apr 01, 2010 11:32 am :
pazur wrote:
... the game has a lot of cool textures from what I've seen.

Don't lie to your eyes... I've seen them and they are poor q3 like textures with heavy detail/normal maps.
Look:



aardwolf@Posted: Thu Apr 01, 2010 10:31 pm :
Those are poor q3 quality textures? Like I said before, im just getting started with this whole modding / game technical quality and such. So what are good quality textures then?



Ivan_the_B@Posted: Fri Apr 02, 2010 1:55 am :
Seems like a good texture to me (except for the fact that there are little shadows in the diffusemap).



Chr1s@Posted: Fri Apr 02, 2010 3:55 pm :
Sturm, broken record much?

Was some pretty good textures used, you are just blinded by your hate for the title.



=FF=Sturm@Posted: Fri Apr 02, 2010 5:33 pm :
Chr1s wrote:
Was some pretty good textures used.

lol
Right, good textures for a 2003 game mod but not for a 2009 commercial title... And the fatty hands with the little pistol...
I love how they managed to lie the community with the hype :twisted:
Btw, where is the magical SDK that was promised back then?

This game is story, forget it man :P

P.S: Diffuse maps may only contain color info, not shadows or alike
Taken from modwiki.net

Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.



GUInterface@Posted: Mon Apr 05, 2010 4:30 am :
What hype? Activision didn't give a damn about this game before releasing. Had they actually paid for advertising I'm sure every gamer would have been brainwashed by all the propaganda and be talking about what an awesome game it was!!!!! even nowadays.
It worked with Uncharted 2, Mass Effect 2 and every Call of Duty title. :lol:



aardwolf@Posted: Mon Apr 05, 2010 10:56 am :
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?



=FF=Sturm@Posted: Mon Apr 05, 2010 1:08 pm :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?

The facts actually prove it :twisted:
About the hype, it's pretty obvious that it had a lot (It has wolfenstein name on it), but not good advertisement. (except for hundreds of useless trailers)



GUInterface@Posted: Tue Apr 06, 2010 12:58 am :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.



pazur@Posted: Tue Apr 06, 2010 6:33 pm :
I'm still wondering why Wolfenstein flopped so much. Ok, the Single-player had flaws and the MP has been a step back from W:ET... but when I look at the server list it's really a disaster.



gavavva@Posted: Tue Apr 06, 2010 8:37 pm :
I think its because the single player had flaws and the mp was a step back... I dunno just a hunch :p

Lets face it, Raven are terrible these days. Quake 4 was seriously last gen in gameplay, and so was Wolf. The worst thing is the game could have been saved if the MP was AT LEAST as good as the old game and all they had to do was copy it... Yet they even screwed that up. Crappy maps, crappy classes, awful visuals and really poor gameplay meant that nobody would want to touch it online. The old RtCW (And on PC, ET) were mega hits online. Even the xbox version was played like crazy... To say people were left with a bad taste after the shambles we got is an understatment...



gavavva@Posted: Tue Apr 06, 2010 8:40 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.



aardwolf@Posted: Wed Apr 07, 2010 8:58 am :
gavavva wrote:
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.


And let me guess, so did Dragon Age Origins.



pazur@Posted: Thu Apr 08, 2010 11:20 pm :
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:



Zombie13@Posted: Fri Apr 09, 2010 10:36 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Not to rain on your parade or anything. But Raven didn't do the MP Endrant did and they are no longer around.

You should get some facts before shooting down companies =)



aardwolf@Posted: Fri Apr 09, 2010 10:47 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Hmm, the SP portions of their games aren't that solid either, they are very simple predictable stories and bland characters only there to serve as cool models for the MP.



pazur@Posted: Sat Apr 10, 2010 5:32 am :
Yes I know it was Endrant but Raven had the project lead I thought or was that Activision? Doesn't matter in the end. Whoever was in charge for the conceptual work messed up the SP and the MP too.



shaviro@Posted: Sat Apr 10, 2010 12:07 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.


Mass Effect 2 is easily the best game I've played since 2003. It's in a whole other league than (in my opinion) crap like Quake4 or Wolfailstein.
I also disagree about wolfailstein being one of the prettiest games made with idtech4 (or even that it's a good title). The game looked downright horrible. The textures were excrutiatingly bad and pimply and the generel design of the game was grey in grey. Wolfailstein had hype, but nobody cared because the released media was really really bad. Everybody could see it right from the "start". Everybody knew this was going to flop big time. The game sold like shit because the game is shit. Comparing it to Mass Effect 2 is almost insulting :P That game may have a large commercial engine feeding it, but the quality of the game speaks for itself. I played the first game and wasn't all that impressed. The sequel won me over like not many games have before it.

Quake4 and Wolfailstein both suffer from being nobody's baby. Noone throughout development really cared for these games and it shows. They're generic, bland and hurt id software and their franchises more than they gain. It's not so weird id has decided to make all their AAA games in-house now. Raven failed miserably.



aardwolf@Posted: Sat Apr 10, 2010 9:56 pm :
I dont know if im right, but Carmack mentioned like 2 years ago that there was probably going to be a next Quake game, which would be a sequel to q3, and that it was going to be developed in-house. Anyone who knows more please correct me if im wrong. Now that they are part of Zenimax, they maybe can make all their many game sequels in-house, and pump out game after game like Bioware did. Geeze, they have release like what, 4 games in a 6 month period by now?



pazur@Posted: Sun Apr 11, 2010 10:00 pm :
Maybe it was Quake Live what he meant... and I think the guys at id are right now busy with Rage.



aardwolf@Posted: Mon Apr 12, 2010 8:13 pm :
No, I think I read something about a new quake, not quake live. Maybe they meant the console version of q3 being done by Pi Studios. When's that thing being released, it's been in development for years now.



Douglas Quaid@Posted: Wed Dec 30, 2009 8:09 pm :
Hey guys, I got Wolfenstein for Christmas and I really enjoy it. :D I would like to open up the editor but I get this after messing around with the editor target.

Image

I read through the other threads but I can't seem to find the answer. If someone knows whether WolfEd works could you please tell me.

Thanks!



Zombie13@Posted: Wed Dec 30, 2009 8:33 pm :
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.



=FF=Sturm@Posted: Wed Dec 30, 2009 9:10 pm :
Zombie13 wrote:
To put it as simply as possible I think everyone can forget about any wolf sdk.

I don't think there is going to be much support for it in the future.

Finally someone notices it
Congratulations men :twisted:



Douglas Quaid@Posted: Wed Dec 30, 2009 9:49 pm :
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.



simulation@Posted: Wed Dec 30, 2009 11:10 pm :
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com



Tron@Posted: Thu Dec 31, 2009 2:23 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:



aardwolf@Posted: Thu Dec 31, 2009 2:25 am :
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


YEAH FOR UE3 DEVELOPMENT!!!!!



Zombie13@Posted: Thu Dec 31, 2009 2:33 am :
Tron wrote:
simulation wrote:
Douglas Quaid wrote:
That's a real pity as the improvements made on the engine look fantastic. I might go for Prey then for my next mini project.

Or you could have a play with the UDK! http://www.udk.com


Get Out. :evil:


+1 :evil:



Douglas Quaid@Posted: Thu Dec 31, 2009 6:20 pm :
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?



aardwolf@Posted: Thu Dec 31, 2009 6:26 pm :
Douglas Quaid wrote:
simulation wrote:
Or you could have a play with the UDK! http://www.udk.com


A good while back I messed around with the editor but as far as I can see, 3dmax skills are a plus while mapping for UT3. Are you looking into the UDK kit yourself Sim?


Great, since I am right now taking 3ds max lessons, does that mean ill be able to make :shock::shock::shock: ut3 levels then?



Douglas Quaid@Posted: Thu Dec 31, 2009 6:34 pm :
If I remember right, alot of the terrain was clumps of external assets (max, maya etc). I may be wrong but the editor looks very polished and I'd say it takes a bit of getting used to after using DEdit and Preditor, maybe a week before a map gets going.



obihb@Posted: Thu Dec 31, 2009 8:54 pm :
Yeah, UE3 works with static meshes as a huge percentage of level construction which means if you learn something like Max, you're on the right track for creating custom assets. Of course simply building a UT3 level you can use their static meshes as well. They still use brush for minor things like basic structure but static mesh is really the way things are built. The editor is not that hard to get into if you've done other game editing. If you bought the UT3 special edition you get a whole bunch of tutorial videos along with it from 3DBuzz that will teach a whole lot of stuff about the editor, building levels, making particle systems, materials, Kismet scripting.. etc. It's all very cool stuff.

Of course the UDK has a newer version of the editor and engine than UT3 but it's all still very much the same, even if some stuff might look different here and there, they work basically the same still.



New Horizon@Posted: Fri Jan 01, 2010 2:09 am :
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.



=FF=Sturm@Posted: Fri Jan 01, 2010 4:19 am :
New Horizon wrote:
Does the console work in any way in Wolfenstein? What if you tried to build the maps in something an open source editor like our Dark Radiant, then see if you can compile the map in Wolf with whatever the console can manage to do?

Might take some work to get Dark Radiant to make a compatible file that wolf could compile, but you never know.

you can't... The whole streaming system kills it. Tried the most hacks to do it, and only recieved errors.
Now, You can map for the multiplayer, but the multiplayer is sad



The Happy Friar@Posted: Fri Jan 01, 2010 5:05 pm :
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.



Douglas Quaid@Posted: Fri Jan 01, 2010 6:12 pm :
Well it seems I'll be getting started with 3dmax or maya. I have really begun to enjoy creating levels and once I get Recall released I'll probobly try and make some maps for UT3 or Crysis. But idTech 4 is one hell of a nice engine and I really enjoyed the games made with it apart from Q4. :)

Doom 3 = The grand master, the ultimate FPS god and the best game ever made.
Quake 4 = Playable but boring and bad sound design.
Prey = Best Singleplayer since Doom 3 but lacked a decent multiplayer.
ET:QW = Alot of fun :D
Wolfenstein = A really enjoyable game but no level editor.



David_020@Posted: Sat Jan 02, 2010 8:12 am :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


2 significant choices remain w/o heavy reliance on model assets for map making: CoDRadiant (with CoD 4, 5) and Source. Not to go negative on your point, but more control is a relevant term. In most studios that follow the "Unreal" method of the mapmaking pipeline, level designers do less and less map building and more blockout and scripting. Artists do most of the asset creation and final set dressing. If you want to do both (map building and gameplay), stick with the 2 engines I mentioned. id tech 4 is awesome but only one studio is confirmed still using it, albeit a highly modified version.



aardwolf@Posted: Sat Jan 02, 2010 10:56 pm :
The Happy Friar wrote:
pretty much all games used external assets for maps now a days. Doom 3 was just the start. :D Look @ any game out there & everything is 3d assets in a basic world setup with the editor & the assets placed in the editor. I used to not like it until I started modeling, now it's more control.


I dont understand, what do you mean by external assets? Assets packed in .pk4 files like in doom3? And in what way does that make map making or modelling different? And, opposed to what other type of asset packing? The unreal way of mapping and modelling? Sorry for my noobness.



whitewolf@Posted: Sun Jan 03, 2010 5:58 am :
External assets meaning meshes modelled in a 3d suite separate from a dedicated map editor like radiant, hammer, unreal editor etc. The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork. Since around the time doom 3 was made the trend has been to move away from sculpting geometry in-editor and towards bulding meshes in max or maya. These days editors are mainly used for vis blocking, triggers and scripting, and blocking out.



David_020@Posted: Sun Jan 03, 2010 10:27 pm :
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



aardwolf@Posted: Mon Jan 04, 2010 1:40 am :
David_020 wrote:
whitewolf wrote:
...The brush based method of making maps is basically a relic from the past. I think source is the only current engine that still uses significant brushwork...


The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.


Yeah, which proves that the CoD series up to now are still more or less quake3 mods. :D But i dont get that "mesh-based system". Why does it bloat the team into specialization and provides poor design support iteraction? Aren't levels made with a special editor like radiant, hammer or unreal editor made with meshes too?



=FF=Sturm@Posted: Mon Jan 04, 2010 2:15 am :
Quote:

Yeah, which proves that the CoD series up to now are still more or less quake3 mods. :D But i dont get that "mesh-based system". Why does it bloat the team into specialization and provides poor design support iteraction? Aren't levels made with a special editor like radiant, hammer or unreal editor made with meshes too?


+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg



obihb@Posted: Mon Jan 04, 2010 9:09 am :
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.



BNA!@Posted: Mon Jan 04, 2010 11:05 am :
obihb wrote:
Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.


More than that - it's a requirement.



=FF=Sturm@Posted: Mon Jan 04, 2010 1:34 pm :
obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.

OFC, however there are nice tricks for brushes that will provide better results than hard edge walls.
Overall using static-meshes it's better for design and decoration, because you are not as limited as with brushes



whitewolf@Posted: Mon Jan 04, 2010 6:53 pm :
Quote:

The CoD series still uses Radiant. I don't think anyone who played MW2 would say the environments look any poorer for being built in brushes. It's really shaders and smart engine tweaks that made the difference in keeping it looking current gen. Using a mesh-based system bloats a team into specialization, provides poor support for quick design iteration, and titles take forever to complete. I don't think it's an improvement or considered evolution.



"Built in brushes" is a bit of an overstatement. Sure, there are geometric elements still built from brushes, but this is an ever dwindling percentage of total map geometry.

obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models.


This. Plus brushes can be a pain in the ass to texture in certain circumstances. Sometimes you just want a UV map. The whole idea of the brush is a product of the way the old bsp compiler worked in the days of yonder (and still does in id engines). The vis could only be calculated from convex polyhedra, so they came up with the slicing and dicing using the clipper tool. It was never to make it easier for the modeller.



aardwolf@Posted: Mon Jan 04, 2010 7:57 pm :
All this great information is so useful to me! You have my gratitude! :D Maybe I should detail that I'm now slowly, but certainly, learning 3d modelling with max, so that's why I was asking all those questions. This is something that I really want to get into, I'd like someday to work for the industry, creating that awesome, and not so awesome too :P content on games, like 3d models, level geometry, and such. Right now i'm in the spend-10-hours-to-make-a-non-regular-shape using noobish techniques level of noobiness, but I'll improve. :) I really would like to work in a mod with you the regular visitors to this board too. :)



aardwolf@Posted: Mon Jan 04, 2010 7:59 pm :
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)



David_020@Posted: Tue Jan 05, 2010 5:52 am :
obihb wrote:
It's quite ignorant to think that you can build highly detailed levels with purely brush work. It's an extremely limiting kind of way to build complex or organic structures and it's extremely slow compared to modelling similar things in a 3D package. There is a good reason why modern games are using less brush work and more models. Don't give advice to someone that wants to expand their work flow to just stick to simple brush work, it's not a good thing and you are basically telling them.. don't worry.. the world stands still and you don't need to learn new things.

Of course it's better to learn a 3D package in the same time as learning level building inside a game level editor. That's kind of a no brainer actually.

Learn more things = good.


I'm not advocating to forgo using 3d modeling programs. That's crazy. Those skills are necessary to create higher detail models when needed. I don't think I ever said a "purely" brush-based system in my above posts. Of course you need meshes for very detailed modeling even in a brush heavy system.

As for the comments of CoD's recent engines (MW 1,2 and WaW) using heavy mesh work, that's inaccurate. It's more brush-based and uses meshes for higher detail elements.

From my experience in using Unreal and Radiant, a brush-based system wins over because designers have more control and responsibility for their levels. With a team using a mesh heavy system, the designer's role on environment work is lessen significantly. So you say "Well, I have great modeling skills." Excellent. However, the studio structure will still "slot" you into a specialized designer role. It's because they prize experts with a deep vertical slice of knowledge vs. broad skilled generalists. When studios adopt this specialized approach, your chances to expand and demonstrate all those broad skills you gained are lessen. And yes, there are still studios that look for generalist designers. They are not a dead-end breed.

As for the comments on "don't worry, focus on brushwork over meshes", I never said that and please don't distort my words. The point I tried to make is that the industry thinks that mesh-based systems are a panacea for great game design and scheduling. It's not in my experience. I prefer fast design iteration, smaller teams, and strong generalists. I believe the technology choice can either help or hurt that position.



=FF=Sturm@Posted: Tue Jan 05, 2010 11:47 pm :
aardwolf wrote:
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)

Well, first of all lets take a look to the first (wolf) screen and it's enviroment only...
The light is horrid because it doesn't blend the enviroment at all (i presume that its cave, so where is the fog? spider webs? ummm), it's like it doesn't have a decent ambient light/details. It looks 70 times worse than a default doom 3 testmap. (Don't get me wrong, Rtcw had better atmosphere in all the terms, it had spooky dungeons, there were details like spider webs, skelletons...)
The textures are OVER streched and pixelated and it has very noticiable hard edges in the brushes ( I hope that these green rocks are brushes, because if these are models......) :( (they didn't even wasted their time using tricks/decals at the edges of brushes...
Now take a look to some maps... You will notice that the lighting blends the enviroment.

http://www.kn00tcn.net/kn-cod5edgewater.jpg
http://happypenguin.org/images/training1.jpg
http://www.modrealms.com/blog/wp-conten ... g-hall.jpg

I recomend you to look to "The Dark Mod" maps, they look stunning in this

Anyway, I will show you later on that the brushwork may look awesome if you know how to use it .D



aardwolf@Posted: Wed Jan 06, 2010 5:04 am :
So, then it's not possible to use any type of editor to make maps for wolfenstein then?



aardwolf@Posted: Wed Jan 06, 2010 5:05 am :
=FF=Sturm wrote:
aardwolf wrote:
=FF=Sturm wrote:

+1

Bad use of brushes + horrid light
http://scrawlfx.com/gallery/albums/wolf ... -09_01.jpg

Good use of brushes + good light
http://www.kn00tcn.net/kn-cod5edgewater.jpg


Could I ask you to explain why they are good and bad uses of brush and light work in both cases, plz? I really would like to be able to point that out from commercial games so I can apply that to my own 3d modelling/mapping training. :)

Well, first of all lets take a look to the first (wolf) screen and it's enviroment only...
The light is horrid because it doesn't blend the enviroment at all (i presume that its cave, so where is the fog? spider webs? ummm), it's like it doesn't have a decent ambient light/details. It looks 70 times worse than a default doom 3 testmap. (Don't get me wrong, Rtcw had better atmosphere in all the terms, it had spooky dungeons, there were details like spider webs, skelletons...)
The textures are OVER streched and pixelated and it has very noticiable hard edges in the brushes ( I hope that these green rocks are brushes, because if these are models......) :( (they didn't even wasted their time using tricks/decals at the edges of brushes...
Now take a look to some maps... You will notice that the lighting blends the enviroment.

http://www.kn00tcn.net/kn-cod5edgewater.jpg
http://happypenguin.org/images/training1.jpg
http://www.modrealms.com/blog/wp-conten ... g-hall.jpg

I recomend you to look to "The Dark Mod" maps, they look stunning in this

Anyway, I will show you later on that the brushwork may look awesome if you know how to use it .D


Great man, awesome! Appreciated. What a coincidence, I spent most of today downloading the dark mod, wanted to try it out, specially for their touted FM building features. I'm playing the tutorials, trying to get a look at what's possible with this. The few maps that I've seen so far do look great, specially the lighting, unfortunately since most of the areas are dark, I dont know where to look for good mapping detail work. :o



=FF=Sturm@Posted: Wed Jan 06, 2010 12:58 pm :
aardwolf wrote:
So, then it's not possible to use any type of editor to make maps for wolfenstein then?

you can use etqw tools to make it for the multiplayer. It has the same functions... not really big change.



GUInterface@Posted: Mon Mar 22, 2010 6:47 am :
So, I guess the entire SDK thing was a lie in the end? Meh :cry:



Chr1s@Posted: Mon Mar 22, 2010 9:04 pm :
Weird, I was just talking about the missing sdk with hannes (we both worked worked on wolfpro with syd also) when discussing the upcoming Brink :)

Not that it really matters any more but you can use etqw editworld to make a map, alter the .entities and get it working in Wolfenstein, I tried it back when I thought game had little chance at life (how foolish I was) and got an almost working map with objectives working, only thing I could get to happen was spawn changing. :mrgreen:



GUInterface@Posted: Tue Mar 23, 2010 8:38 am :
Can SP maps be made with it?



Neurological@Posted: Tue Mar 23, 2010 12:39 pm :
GUInterface wrote:
Can SP maps be made with it?


I think not, SP and MP are two different engines. They are still Id Tech 4, but the MP part uses a "modified" version of QW, SP is a heavily modified version.



pazur@Posted: Wed Mar 31, 2010 10:25 pm :
It's pretty sad there is no SDK for the new Wolfenstein... the game has a lot of cool textures from what I've seen. It would be for sure fun to play around and the multilayer is not that bad in my opinion. It has a solid game play like in RtCW with the objectives.

I have the feeling that game developers don't want to spend any effort or money after releasing the game if not absolutely necessary. Probably a patch is considered necessary but not a SDK or support for the community by providing documentation or an official forum. The latest blockbusters like Modern Warfare 2 and Bad Company 2 are closed games with no custom maps... and map packs are sold like the one for Modern Warfare 2 for 15$!... so level designers and modders are bad. They cost game developers money because they need time to support them and you can sell new maps too... yay! :roll:



=FF=Sturm@Posted: Thu Apr 01, 2010 11:32 am :
pazur wrote:
... the game has a lot of cool textures from what I've seen.

Don't lie to your eyes... I've seen them and they are poor q3 like textures with heavy detail/normal maps.
Look:



aardwolf@Posted: Thu Apr 01, 2010 10:31 pm :
Those are poor q3 quality textures? Like I said before, im just getting started with this whole modding / game technical quality and such. So what are good quality textures then?



Ivan_the_B@Posted: Fri Apr 02, 2010 1:55 am :
Seems like a good texture to me (except for the fact that there are little shadows in the diffusemap).



Chr1s@Posted: Fri Apr 02, 2010 3:55 pm :
Sturm, broken record much?

Was some pretty good textures used, you are just blinded by your hate for the title.



=FF=Sturm@Posted: Fri Apr 02, 2010 5:33 pm :
Chr1s wrote:
Was some pretty good textures used.

lol
Right, good textures for a 2003 game mod but not for a 2009 commercial title... And the fatty hands with the little pistol...
I love how they managed to lie the community with the hype :twisted:
Btw, where is the magical SDK that was promised back then?

This game is story, forget it man :P

P.S: Diffuse maps may only contain color info, not shadows or alike
Taken from modwiki.net

Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.



GUInterface@Posted: Mon Apr 05, 2010 4:30 am :
What hype? Activision didn't give a damn about this game before releasing. Had they actually paid for advertising I'm sure every gamer would have been brainwashed by all the propaganda and be talking about what an awesome game it was!!!!! even nowadays.
It worked with Uncharted 2, Mass Effect 2 and every Call of Duty title. :lol:



aardwolf@Posted: Mon Apr 05, 2010 10:56 am :
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?



=FF=Sturm@Posted: Mon Apr 05, 2010 1:08 pm :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?

The facts actually prove it :twisted:
About the hype, it's pretty obvious that it had a lot (It has wolfenstein name on it), but not good advertisement. (except for hundreds of useless trailers)



GUInterface@Posted: Tue Apr 06, 2010 12:58 am :
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.



pazur@Posted: Tue Apr 06, 2010 6:33 pm :
I'm still wondering why Wolfenstein flopped so much. Ok, the Single-player had flaws and the MP has been a step back from W:ET... but when I look at the server list it's really a disaster.



gavavva@Posted: Tue Apr 06, 2010 8:37 pm :
I think its because the single player had flaws and the mp was a step back... I dunno just a hunch :p

Lets face it, Raven are terrible these days. Quake 4 was seriously last gen in gameplay, and so was Wolf. The worst thing is the game could have been saved if the MP was AT LEAST as good as the old game and all they had to do was copy it... Yet they even screwed that up. Crappy maps, crappy classes, awful visuals and really poor gameplay meant that nobody would want to touch it online. The old RtCW (And on PC, ET) were mega hits online. Even the xbox version was played like crazy... To say people were left with a bad taste after the shambles we got is an understatment...



gavavva@Posted: Tue Apr 06, 2010 8:40 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.



aardwolf@Posted: Wed Apr 07, 2010 8:58 am :
gavavva wrote:
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games!


Play them both then try and play any of the other average pap they release these days. ME3 and U2 are two of thye best games to grace this generation of gaming. To say they are over hyped is totally insane. They may not be your cup of tea, but they set a VERY high standard for other devs to follow.


And let me guess, so did Dragon Age Origins.



pazur@Posted: Thu Apr 08, 2010 11:20 pm :
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:



Zombie13@Posted: Fri Apr 09, 2010 10:36 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Not to rain on your parade or anything. But Raven didn't do the MP Endrant did and they are no longer around.

You should get some facts before shooting down companies =)



aardwolf@Posted: Fri Apr 09, 2010 10:47 pm :
pazur wrote:
I had a look at Raven's next project Singularity (http://www.gametrailers.com/game/singularity/9206#Content) and I think it will fail just like Wolfenstein but the expectations are much lower. Not sure what happened but I liked Raven games very much like Star Trek Voyager Elite Force, Soldier of Fortune II or Jedi Academy (for this one I even made a map) but since then they released only crap. Solid SP but poor MP like Quake 4 and Wolfenstein. I think a successful Wolfenstein MP would have been something like Enemy Territory Quake Wars but just in WWII scenery... probably too much effort for Raven. :shock:


Hmm, the SP portions of their games aren't that solid either, they are very simple predictable stories and bland characters only there to serve as cool models for the MP.



pazur@Posted: Sat Apr 10, 2010 5:32 am :
Yes I know it was Endrant but Raven had the project lead I thought or was that Activision? Doesn't matter in the end. Whoever was in charge for the conceptual work messed up the SP and the MP too.



shaviro@Posted: Sat Apr 10, 2010 12:07 pm :
GUInterface wrote:
aardwolf wrote:
But weren't Uncharted 2 and Mass Effect 2 actually good titles, after the advertisement dust settled?


They're good games but not the new benchmark for video games! everyone keeps saying they are. Hype can have a lot of effect on people's minds even after it's over.
Wolfenstein is a good title too, and even if they didn't spend thirty hours per texture it's still one of the prettiest games made with the id Tech 4 engine, way better than Doom 3: Darkness Returns, Prey: Doom 3.1 or Quake 4: Doom 3 with lights.
Wolfenstein had no hype because the name means nothing in the current video games industry, the only people who were interested were the hardcore MP players RTCW had. You can say all you want about the developers promising "In-depth multiplayer" in maybe one or two videos but it doesn't change the fact that the game sold like shit on release and most people didn't even know it was coming out.


Mass Effect 2 is easily the best game I've played since 2003. It's in a whole other league than (in my opinion) crap like Quake4 or Wolfailstein.
I also disagree about wolfailstein being one of the prettiest games made with idtech4 (or even that it's a good title). The game looked downright horrible. The textures were excrutiatingly bad and pimply and the generel design of the game was grey in grey. Wolfailstein had hype, but nobody cared because the released media was really really bad. Everybody could see it right from the "start". Everybody knew this was going to flop big time. The game sold like shit because the game is shit. Comparing it to Mass Effect 2 is almost insulting :P That game may have a large commercial engine feeding it, but the quality of the game speaks for itself. I played the first game and wasn't all that impressed. The sequel won me over like not many games have before it.

Quake4 and Wolfailstein both suffer from being nobody's baby. Noone throughout development really cared for these games and it shows. They're generic, bland and hurt id software and their franchises more than they gain. It's not so weird id has decided to make all their AAA games in-house now. Raven failed miserably.



aardwolf@Posted: Sat Apr 10, 2010 9:56 pm :
I dont know if im right, but Carmack mentioned like 2 years ago that there was probably going to be a next Quake game, which would be a sequel to q3, and that it was going to be developed in-house. Anyone who knows more please correct me if im wrong. Now that they are part of Zenimax, they maybe can make all their many game sequels in-house, and pump out game after game like Bioware did. Geeze, they have release like what, 4 games in a 6 month period by now?



pazur@Posted: Sun Apr 11, 2010 10:00 pm :
Maybe it was Quake Live what he meant... and I think the guys at id are right now busy with Rage.



aardwolf@Posted: Mon Apr 12, 2010 8:13 pm :
No, I think I read something about a new quake, not quake live. Maybe they meant the console version of q3 being done by Pi Studios. When's that thing being released, it's been in development for years now.