Quote from shawnolson4 hours ago, shawnolson said: But the real gist of what I have to share with the Source LD community is that if you think Hammer is the best tool for A/B/C, there is a very good chance that your experience in Hammer itself has conditioned you to think that (in other words, you have picked up design strategies from the limitations of Hammer and let those limitations turn into "workflows" or "matters of importance").
The problem with Hammer (I'm talking of Source Hammer, not S2 Hammer) is that it spent ~20 years with almost zero innovation and stagnated the design strategies of the would-be level designers. So even if it has a few good things--it's general lack of innovation is a disservice to the design community that becomes "faithful" to it.
Oh absolutely! But I do cover all of that in the talk. After explaining how great the basic geometry editing of Hammer is I then switch to the next chapter and explain how awful the complex geometry editing is in Hammer and how much better it is in Unreal and 3dsMax. I'm not sure if your reply was focused on me and the talk, but if it was: I think I covered those topics and those ways of thinking in the talk, and how while Hammer is great sometimes, it's also awful sometimes, as are all the other editors I discuss. Apparently I did not make that clear enough, or that slipped through the cracks, as I have gotten the argument of "You are much too positive about Hammer/CSG/BSP!" multiple times after the talk, which is why I wrote this Gamasutra article to explain that wasn't my intention: http://www.gamasutra.com/blogs/RobinYan…tors__tools.php
Quote from Skybex3 minutes ago, Skybex said: What he does at timestamp 51.28 (editing the game while its running) looks kind of small and is glossed over, but as a level designer this is such a huge thing that I could write pages and pages about its usefulness. Something that cannot be achieved in an editor like max because of the separation between tools and engine.
Did that part feel like it was glossed over? I hoped with the words I used and the inflection of my voice to really set straight that this 'pause-edit' system was absolutely amazing and that any editor benefits from such a system, regardless of team size or game genre. Please let me know if I did not make that clear enough!