Created 16 years ago2007-12-16 00:58:58 UTC by doodle
heavily modified GoldSrc engine. New renderers (better than Source's),
Feels pretty much like shit to me.
it's becoming a very obsolete method of content creation despite it's simplicity.One of the reasons I prefer source is because it uses brush-based environments. You don't have to learn a modeling program to get stuff ingame, and frankly it takes more skill to do it right. Any half-decent modeler can make something that looks nice, but it takes a real artist to get something looking great using brushes and such a relatively small amount of props. Look at Fallout3/NV's gamebreyo engine; Everything ingame is either a model, or terrain. If you can't make any new models, or don't know how to make terrain efficiently (Which is, at least for me, due to the lack of documentation on the subject) you can't do squat. It gives you all these options to create things, but you can't use them. In source, everything's changeable, and you usually don't need modeling software to do it. (or code, in some cases) Want a new environment? done. Want the metrocops to have pink helmets? Go ahead and reskin it. Source's beauty is in it's simplicity, which far too many people mistake for being outdated. Look at the Dear Esther remake, or Black Mesa, and tell me you can't make anything good looking in source. It just takes the right amount of elbow grease, time and skill.
Jeff: Running on ancient pile-of-crap PC's is not really a good thingI beg to differ. If your normal PC is in the shop, not with you, etc, you can still play your source games. You can play them at work, although you'd probably get fired. I once saw a guy running portal on one of the crappy school computers. And it does increase Valve's market by a bit, which is why they designed the engine that way when they made HL2.
Look at CryEngine 2 as well: massive landscapes with an obscene amount of graphical detail.The CryEngine2 Sandbox gives you the ability to map with brushes also. Yes, there are plenty of models, prefabricates and stuff like that. But what do you do if you want to build, say, a power plant? Not much, other than using world brushes and the given models(if you aren't able make 3D models) combined with some tricks to give the impression of a big facility.
One of the reasons I prefer source is because it uses brush-based environments. You don't have to learn a modeling program to get stuff ingame, and frankly it takes more skill to do it right. Any half-decent modeler can make something that looks nice, but it takes a real artist to get something looking great using brushes and such a relatively small amount of props. Look at Fallout3/NV's gamebreyo engine; Everything ingame is either a model, or terrain. If you can't make any new models, or don't know how to make terrain efficiently (Which is, at least for me, due to the lack of documentation on the subject) you can't do squat. It gives you all these options to create things, but you can't use them. In source, everything's changeable, and you usually don't need modeling software to do it. (or code, in some cases) Want a new environment? done. Want the metrocops to have pink helmets? Go ahead and reskin it. Source's beauty is in it's simplicity, which far too many people mistake for being outdated. Look at the Dear Esther remake, or Black Mesa, and tell me you can't make anything good looking in source. It just takes the right amount of elbow grease, time and skill.This is a fair point, I am very used to brush-based mapping, but I really have to learn modelling to go anywhere new and unique. Dear Esther is full of new models. It simply wouldn't look nearly as good as it does without lots and lots of modelling. Might not have been the best example in favour of Source and brush-heavy mapping.
What possible lies have people spread about Source? Examples, please."Source is state of the art!"