I think it depends on what engine you're using though... if I'm honest I still have yet to see Cryengine 2 used to it's full potential, sure the stuff we've seen aside from the main game are pretty (including HP's excellent Volcano Island)... but the game is capable of much more. The best use of the engine I've seen so far is Casus Belli, which has some amazing environments imho;
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Especially the first screen... the lighting is a bit dull but look at that detail! When was the last time you saw apartment blocks with individual details like doors and air-conditioner units? I certainly haven't...
But still, these can look even better than they are right now.. Cryengine 2 has almost no boundaries, I'm looking forward to trying it out when I get myself sorted with a new workstation!
Can you do something like that on older engines? Yes.. but you need to know the limitations. Creating something like this in Source can be achieved with a loss of detail (probably smaller areas).. HL1 can handle that kind of detail with some forced trickery and transparent textures.. but you'd need to know what you're doing.
You certainly need to spend more effort when creating something that stands out on old technology, take Trempler's awesome mapping recently;
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How many of you thought that was Source?
Quite a few I'm sure, he's obviously put a lot of effort into that and it shows.
So talent is rendered moot by technology is really not the case, it just depends on what you're using and what kind of scope you have for what you want to do. I've seen some terrible maps for Cryengine 2.. you'd think with such a beautiful user friendly engine people couldn't fuck it up.. but they have done, we've all seen it !!