

Things like using splines to make walls like revit for eg is somewhere in between so people dont have to make everything completely from scratch like whats happened with UT, in the start people acted like we had no meshes but really we have a large amount from previous games. I do think UE4 could have better modelling tools, not just for making hand touched work but also for generated content. Obviously the content can be of a higher quality but I wouldnt mistake that for, all the content is higher quality, I noticed that early on we had alot of map shells and not alot of people going further. If learning Unreal Engine is too hard for you, then making a quality map is too hard for you as well.There are ways to generate Arenas, they actually lend themselves to the concept nicely so Im not sure if touting all those maps were hand made is something to be proud of technology speaking or not. If you want a really large variety and high quality maps, you use the Unreal Engine editor.Įither way, a Doom like editor for UT will probably never happen, the amount of work Epic would need to put into dumbing down the unreal engine would be massive. If you want every map made on every server to be a cookie cutter variation of each other, then you want a Doom map creator. Its high quality and well done because the tools used require time and dedication to master. One of the biggest things UT has going for it is its plethora of high quality community made content available. But better later than never no ?Īnd nothing is garbage if thought properly. Which means probably far far away in the future. Ho and I'm not asking the UT4 team to do it right-now-immediatly-because-it's-an-absolute-top-priority-for-me-I-can't-wait, just consider it and eventually work on it once some more important things are finished. People creating servers choose what map they want in it, so even if KevinMaster360 do a ****ty box map, you probably won't see it anywhere. Saying just no and restricting it only to those that already possess enough knowledge of how it works. A simple map editor can always do the trick to put together something decent.Īnd I don't see why even less skilled members of the community could not have a little of fun with a simple editor as well.

So you can always start a work on the programming side, and then ask if somebody want to help you on the mapping side of the thing.īut until someone wish to help, or until you get the time to work on the other domains outside your field of expertise. It's not uncommon to see a group of people from a community to work together on something, like a mod. What I mean by "asking" someone to make something, is doing a community project. UT4 team is very small - not worth spend forces for garbage as "easy editor". Like a first person DOTA/MOBA mode, which requires maps with designed lanes and jungles.If you are willing to personally create all the templates and make so that all things are perfect for each other, why not? Otherwise, don't ask other people to do something for you. He can just quickly build one for at least the beginning until he gets time or find someone to work on it. Or, as another exemple, someone want to test a new gamemode, but that might require a specific kind of map, yet can't find it and he does not possess the necessary skill, or time or whatever, to do it.
#DOOM 2016 SNAPMAP RESPAWN BOX FULL#
Then they can always learn more and more about how the full editor works and then create something entirely without the use of already existing rooms or assets. A simple editor function will however attract new mappers/modders which eventually have no real knowledge in these domains, but search a simple way to start something. People that invest times in their creation will always do better things, regardless if there's both option or not. You still can have that "simple editor" with the actual one. I don't see why we couldn't have both options.
