The "Natural Selection 2" mapping editor was released yesterday to everyone who preordered (20$ or special edition 40$)
You can see it in action here
http://www.naturalselection2.com/tutorials
What you think ? I love that editor
(btw it's wysiwyg)
Created 14 years ago2009-11-25 03:08:34 UTC by Seker
It looks like a lame rip-off of Hammer to me. Except for the WYSIWYG features, I see very few differences, though that it now appears to rely on prefab models more than ever.I agree with the prefab thing, but it is an editor built totally around their own designs. That being said, realtime previews, more advanced brush building tools , smoother UI... seems like a much nicer, more refined version of Hammer... so I guess it is a bit of a rip-off.
You can download the editor here (308 MB).308 mb?.....Wow, that's very big for an editor.
Heh, you all people have negative ideas about prefabs, but that's how's the mapping done these days.That's because most of the prefab-based editors/engines suck. Point in case; The Cryengine2 sandbox has no real challenge or options to it unless you can model-it's all terrain and models. You cannot make anything original using just the editor, no matter what you do you'll have an island with trees and huts on it.
I sense we need a NS mapping tips section.. But at the same time this is so user friendly it's scary.why would a site based on Half-Life/2 have a NS2 part? i mean, a NS1 part would be understandable, odd, but understandable. but NS2 is its own game. if you want a NS2 part, go make a NS2 site.
Think about how hl3 will be, of course the editor will be a WYSIWYG in my opinion. But that will be long time in the future.We might not have to wait that long. L4D and L4D2 rely more on model props than any Source game I've seen before. The maps are almost entirely build from props.
You missed making one of your NS2s green. For shame.and i quoted the wrong person.
Heh, you all people have negative ideas about prefabs, but that's how's the mapping done these days.Very true, but I think it would make for a huge leap forward in the user-friendliness of level editors if somebody decided to seamlessly integrate model/prefab creation into the level editor itself, so you wouldn't have to deal with all these messy external modeling programs and such. Even if you couldn't necessarily do everything that's offered in the high end modeling suites, how cool would it be to hit a button and convert some simple little brush-based architecture in Hammer into a prop?
I'd love it if I didn't need to buy software to make a half decent model.agrees
It feels like i have to struggle to make brushwork cleanly in max or milkshape fsr...Meh, you can just snap to the grid in Milkshape and precise brushwork gets a lot easier.
how cool would it be to hit a button and convert some simple little brush-based architecture in Hammer into a prop?Closest thing we've got.