1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Chrome Engine 4 Level Editor - ChromED

  • mjens
  • September 18, 2009 at 8:13 AM
  • -HP-
    • October 23, 2009 at 3:58 PM
    • #21

    So Stepp, using these kind of editors is not fun because their too easy compared to oldschool stuff? aka Source, right?

    I don't agree with you guys... The standards for games are higher, that's all.

    Back in the days, it was OK to have a fucking blurry texture in the floor, nowadays It's not. So editors can be easier, but making levels is still as challenging as ever.

  • Steppenwolf
    • October 23, 2009 at 4:19 PM
    • #22

    What i wrote is that it is more fun to be creative in one of the old editors because you have more freedom as a hobbyist. You dont rely on a team of other people or on personal kickass 3d art skills to create something from scratch.

    The usability and work flow is on a complete different piece of paper. In that regard i would prefer something like Sandbox or the Diesel Editor, that i worked with, any day over an bsp editor.

  • Gloglebag
    • October 23, 2009 at 5:10 PM
    • #23

    Wait are you saying, because the assets like houses or whatever are made in external programs you have less to do in the editor, can be less creative, and have to rely on other people?

    But see the thing is, if you can make a house in hammer, radiant etc.. you can also do it 10x faster and easier yourself in a professional 3d app like silo/sketchup/max etc.. I came from fucking around in max to hammer and was horrified by how cumbersome everything was, and the fact I couldn't easily import anything from max. To me these new editors are great because they allow you to bring everything together and test it so much faster then before. And as an amateur I love them for how much easier they make my hobby.

  • 2d-chris
    • October 23, 2009 at 5:40 PM
    • #24

    Well, source engine isnt known for using models for entire buildings so that was your problem. It's 100x faster to make a good looking building using BSP, a small texture set and a few props than build it all in max!

    For those interested we use "solids" to make structures on Crysis 2, then export into MAX and artists work on the art from then on. So although we're not using solids (bsp, lego etc) for actual final geometry we use it to be flexible and extremely fast to iterate on game play / scale.

  • Skjalg
    • October 23, 2009 at 6:36 PM
    • #25

    I'm with peris on this one.

    Its rather simple, actually. BSP is for blocky stuff, and its easy to use for that, but if you want loads of details you need something else.

  • mjens
    • October 23, 2009 at 8:46 PM
    • #26

    BSP is much more easy to get with. Lightning, compilation and stuff are also easy. You can explain it in one or two tutorials. Creating brushes and assigning textures to them makes the feel "Ah, that's my work! This is a place made by me". "Next-gen Editors" are way much harder to get for beginner or even for medium level mapper. To create totally custom level you need to know Photoshop to make textures, 3DSMax to create model content and level editor of course. So it means that new editors are more exacting but also more creative and BSP editors are to old to slake next-gen mappers needs. But wait! I think Source Engine will look the same in few years! BSP is cool but industry is growing up and Source Engine isn't so competitive with CryEngine, Unreal or Chrome Engine. They also have to grow to sell the engine! As someone already said, in our times we have a lot more of work to be done on levels and we need tools that give ability to do that.

  • 2d-chris
    • October 25, 2009 at 4:08 PM
    • #27
    Quote from Pericolos0

    This is basically not true at all. It's way faster to build without bsp, and to build whatever you want. BSP for making final stuff is really really dead. You couldn't make uncharted2 with bsp. It's a technique designed for making really lowpoly levels back when triangle count couldnt go over a few thousands.

    but yeah, source engine is still very very oldschool at handling lighting/collision on models so you are basically forced to use it still. And it's easy to pick up for beginners. But ultimately it's a ridiculously hard way to model compared to modelling.

    I did say on Source engine Peris, obviously that method is not viable for all engines/projects ...

  • Campaignjunkie
    • October 26, 2009 at 1:02 AM
    • #28

    Speaking as a modder, I have to say it's not about the tools - it's about the install base.

    The average gamer doesn't care whether it's BSP or polys. He or she cares whether it looks interesting and whether it complements the gameplay. And the sad, but most obvious truth: if you make a Source mod, people will actually play it. How many people even own a copy of Crysis, much less still have it installed to play a mod for an hour? How many people own a copy of UT3 and still have it installed to play a mod?

  • mjens
    • October 26, 2009 at 7:54 AM
    • #29

    IDTech and Source engines are famous because it's really modable. Players know that so players plays that

  • Rick_D
    • October 26, 2009 at 9:22 AM
    • #30

    i build everything in hammer and export to 3dsmax to delete hidden faces.

    i build everything this way.

  • Skjalg
    • October 26, 2009 at 10:44 AM
    • #31

    I've worked with Rick_D, and its true.

    He builds that way.

  • mjens
    • October 29, 2009 at 10:46 AM
    • #32

    New video tutorials by Alex from World of Level Design:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Punky
    • October 29, 2009 at 11:02 AM
    • #33

    Downloading it right now, seriously want to have a look around in the editor

  • Rick_D
    • November 8, 2009 at 3:53 AM
    • #34

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • -HP-
    • November 8, 2009 at 3:22 PM
    • #35
    Quote from Rick_D

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    laddergoat, you so random...

  • mjens
    • November 9, 2009 at 10:28 AM
    • #36

  • madgernader
    • November 9, 2009 at 6:05 PM
    • #37

    So, I just won a copy of the game, and a techland neck strap.

    It was a contest on callofjuarezfans.com, one of those post a comment for a chance to win, and I guess I was one of the 3 selected. Now I can check out this editor that everyone's talking bout

  • -HP-
    • November 9, 2009 at 6:33 PM
    • #38

    grats man!

  • mjens
    • November 9, 2009 at 8:59 PM
    • #39

    Yeah, congratz! If you need help just as. Also check World of Level Design tutorials and tutorials on COJModding.com :

  • mjens
    • November 9, 2009 at 9:20 PM
    • #40

    Oh, BTW:

    http://www.worldofleveldesign.com/categ ... erview.php

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 9 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™