- Joined
- Dec 2, 2023
Isn't Hammer notoriously fucking awful to work with?
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Yes, but that might be fixed?Isn't Hammer notoriously fucking awful to work with?
I think the reason as to why is that half life 1 uses extremely compressed real world textures and references but the stuff thats mostly done by hand looks much better than the textures that are used, of course some of the real world textures dont look horrendous if used properly. I personally believe that quake has a more stylized art style and better overall art direction, something that comes to mind is that valve was more focused on gameplay, technical aspects and multiplayer where as quake already had the groundwork for everything, they had pretty much mastered the mapping and most coding at this point and ended up adding more love and care the half life should have received, I swear that in quake 1 zero bytes are wasted on fluff, where as half life...I've never been a fan of the way HL1 sounded and looked, honestly. It somehow aged worse than both Quake 1&2 in that regard.
depending on how many details you want it can be difficult to learn what you want out of the input and output system in half life, doom builders map editing capability's are far better in comparison as you can make a line that does many actionsI am down to do whatever, but at least for our next imo project we should stick with Doom. There were a lot of people who were interested and missed out, so there's still interest here for that specifically. Quake is also a good candidate since it's still in the vein of the map-by-map old school shooter design. Can you make a decent HL map without a lot of scripting or triggers?
I love the designs in enemy designs in Quake. So weird and monsterous.I'd be willing to try making something for Q1 since compared to Doom it'd hopefully feel like moving from playing with sticks to playing with sticks and rocks. The main issue would be the default textures only having varying shades of brown, enemies included, so they'd need to be spruced up. All of them, probably.
Scripting yes, triggers kind of. If you define triggers as doors, level changes, etc. Then no. You can have levels where you move through rooms of enemies. But you can also get crazy with scripted events, cutscenes, etc.Can you make a decent HL map without a lot of scripting or triggers?
Not needed. As long as you own any source game, it will install the appropriate SDK. You only need a bunch of source games for specific mods like Smod and Gmod, since they use things from every game.Only problem is it'd require players to own several Source games for compatibility.
No, it's fine actually. But making a hl/quake style map is a lot more involved overall.Isn't Hammer notoriously fucking awful to work with?