EMP
TROLLFACE
Just Cause 2 moderator
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Posts: 872
Reality is where the pizzaman comes from.
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« on: January 30, 2011, 10:04:09 AM » |
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The FC2 editor was probably the one I worked with most of all time. So as everyone knows what the FC2 editor is capable of, i.e. placing Africa-styled objects of many kinds, editing the terrain and some other parameters of the map, I don't think it makes sense to write a summary on it. Basically, it would allow to make many kinds of maps, but lacks some objects and features. Also, it starts lagging pretty fast. It is slightly too focused on the Africa environment, so even the most futuristic structure will still have the africa touch to it. My personal score: 7/10, consisting of the following points: Usability: 10/10. It is very easy to handle. Effectiveness: 8/10. It does allow relatively fast and effective editing, and has some helpful features. Starts lagging way too fast, on consoles. Variety: 5/10. There are many types of objects, yet they're in the same style, which makes it hard to create maps that are not supposed to be Africa. I said hard, but it's not impossible. Fun factor: 6/10. Creating rough structures is quite fun on this, but impatient mappers will quickly get too excited to work on details.
Halo Forge. I have worked roughly 1 hour with it and had enough. It's my personal opinion, so please don't bash my a$$ for it. Having said that I'm still a noob on it. However my personal opinion is that this editor is one big imperfection. Let's start with the good news: You got man cannons, lights, tons of vehicles and other objects (of which you can change the physics etc.), many powerups and even map filters which can change the entire look of your map. All these tools in one big world called "Forge" allow you to create futuristic-styled maps. Sounds good to ya? Well here's the bad news: 1. You can place only 2 lights. On top of that, they're just fat balls that glow pretty weakly. Grids also have the same limitation; you can place 2 of them while they're not even 2D. 2. Editing on this is a pain in the arse. You have to navigate through an array of menus to change the object's coordinates. Extremely slow rotation speed. There's no copy/paste. 3. The editing camera is an entity which can die. 4. You cannot change the terrain. 5. You cannot go into the water. 6. The object all look the same, there's a severe lack of variety. There are no natural objects. 7. The map budget is gone in no time. Usability: 6/10. Not too hard to handle, but the controls are quite.... inconvenient I think. Effectiveness: 3/10. Editing is slow. Has some nice features like changing several properties of objects, but lacks other features that would put some more flow into the editing. Like copy/paste. Variety: 2/10. Objects all look the same, the world is not changeable. No detail objects, no natural objects. Fun factor: 4/10. Good for some messing around with friends. Provides some fun at the beginning, especially co-op editing. Gets boring quickly. Overall score: 4/10.
Doom Builder. This one is a little complicated and requires quite a bunch of time to get into it. But it's capable of many things. The editing takes place in a 2D view of the map from above. You draw the map with lines and vertex points and create so-called "sectors". Every part of the map is a sector, no matter if it's a lamp on the rooftop, a stair, or a whole room. You can alter the sectors by changing their height, brightness, texture or other properties like movement, color or physics. Some stuff requires a little scripting. Aside from that you can also create triggers, doors or death traps. You can place different objects like decoration, monsters or weapons. There's very little flow in terms of editing. Mapping takes a huge amount of time. Plus a big disadvantage: There are no actual "floors" you can create. It is still possible to create multi-floor maps, but they would be fake. But if you get into it, you can make awesome stuff. The possibilities are not endless, but huge. Usability: 5/10. Difficult for beginners, but overall not too bad. Effectiveness: 7/10. Slow editing here, but many possibilities. Variety: 8/10. It allows you to create almost any kind of map. Fun factor: 6/10. It's fun to mess around with the result once your done. Overall score: 6.5/10
Cube 2 Editor. Whenever you hear Cube 2, you can actually associate it with endlessness, because this editor has almost no limits. The editing works like this: You got a cube system which practically consists of big cubes which you can divide into many smaller cubes. Every cube can be changed in it's parameter. No matter whether it's the bowing angle of a corner, the texture, the material/clipping or the colour. Having said that, there are tons of materials you can use. Some of them are glass, water, lava, deathzone or noclip. Commands allow you to change nearly every property of the map, like e.g. the skybox, the clouds, scrolling textures, ambient light, fog colour, fog amount, watercolour, waterfog, texture colour and so on. There's basically nothing you cannot do. There are tons of entities you can place. To list some of them: Jumppads, teleports, lights, weapons, elevators/platforms, sounds, environment maps and particles. Lights are one sort of the major important objects in this list. With lights, you can alter the ambience of your map. When you place a light entity you can change the radius of it and mix your own colour with the RGB system. There are no limits for light entities. You can even place sounds. Either, you can use sounds that are already in the game, or use your own. Environment maps are objects that allow you to reflect the geometry on textures. Particles are most commonly used for decoration purposes. You can create rain, fire, water, laser, smoke and some other types of particles like lens flares. If you don't want to create stuff with Cubes, you can also pick from a ton of preset models, all looking differently, or import your own models. You can also import your own textures, of course. It's very easy to get into the editing. You can learn the basic stuff within an hour, without even using tutorials. As you get into it, the editing is fast, effective and fun at the same time. For some advanced editing, like particle editing and other stuff, you'll need to learn some commands, as said before. But that's no difficult thing. The commands are not a hard scripting language to learn. For AI paths, you can drop so-called waypoints while you run. Yet, there's even MORE advanced stuff, like scripting triggers, missions and creating interactive objects. Those require CubeScript knowledge. However note that you can only use triggers for SP levels, so scripting will be unneccessary for all the MP stuff. On top of all that, the game supports co-op editing. The player limit depends on the host. Some editing functions are blocked during MP, like for example the creation of heightmaps or instant scroll texture, but those functions are no essential editing functions. While editing, you can change your floatspeed to get from one place to another place quickly. There are some bad things about the editor, of course. Some of them: Slightly bad spawn system. No elevators and platforms in MP maps, no monsters in MP maps. But these are some minor flaws. Cube 2 is completely FREE. Usability: 10/10. Definitely THE easiest editor I have learned so far. Effectiveness: 10/10. Fast editing, endless possibilities. Variety: 10/10. Got an idea? Build it. Nothing will stand in your way. You can make ancient, futuristic, desert, water, space, natural/forest, horror and many other kinds of maps. Fun factor: 10/10. Instant map testing, cooperative editing, easy but effective editing. These make for some great fun. Overall score: 10/10. Most awesome editor ever.
Now as for LBP, I have heard only good stuff of it. Creating your own music with an integrated music program, using your own video files and textures sounds really fun. Changing map properties almost like in Cube 2 makes this editor a serious competition. Yet, it's 2D so the chances are low that it will surpass Cube's editor. But the integration of it into the communities will make it quite fun I guess. From what I heard of it I'd almost tend to give it a 10/10 of a score. But I cannot really judge, as I haven't played it.
THUG's level editor had nothing to do with MP, yet it was a thing that I considered worth mentioning here. I played THUG last time when I was about 13, so the memories might partially be gone. But from what I recall, this editor wasn't that bad. You could create your own missions, create interactive characters, including dialogs, and most important: You could build a huge skate world. Either a city, or a skatepark. You had plenty of objects to place, even vehicles. That and playing one's own story missions would make for some great fun. Those who are more into MP would get bored quickly, yet for those who like both SP and creativity, this would provide some fun. Even though it's very old. Usability: 8/10. Easy editing. Effectiveness: 6/10. There was quite a limitation, but you could choose from plenty of objects. Variety: 6/10. You could choose from several settings, and the objects all looked different. Fun factor: 7/10. Definitely worth playing. You could instantly switch from mapping mode to test mode if I recall correctly, and play your map. Overall score: 7/10. Worth checking for oldschool gamers.
TrackMania Sunrise was in my opinion the best and the craziest racing game so far. Last time I played it about 2 years ago, and I really liked it. I didn't really work a lot with the track editor so I'm not able to give a full review on it, but it didn't handle bad if I recall correctly. Possible score: 6-7/10.
I haven't played Modnation Racers so I'll skip it. Instead I'll give a little review on the Sandbox editor, even though I have barely used it. The sandbox editor offers lots of possibilities, but is very hard to handle, and tends to lag and crash. It requires a very powerful computer. I managed to create an island map once, with a few houses and some water. But that was it, I didn't really go deeper with it because I was too lazy. If Sandbox 3 comes with Crysis 2, I might get into it sometime. I've read of things like creating advanced AI navigation, cutscenes and other awesome stuff. Now I actually don't know much about it, but will give a possible score for it. Usability: 2/10. Too hard to handle, but it's almost a SDK, not even a map editor. Effectiveness: 10/10. I've heard of all the awesome stuff you can make with it, therefore it deserves a 10. Variety: 9/10. The possibilities seem to be very huge here. Fun factor: 8/10. I can imagine it's quite fun once you get the hang of it all, but not before that. Overall score: 7/10 (possibly).
I haven't played FCIP, and neither GT5, so I can't judge there at all, but I heard the GT5 editor sucks... anyway...
Now it's your turn. Write some reviews or give your opinion on why the editor you chose should be the best one. :-)
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