Left 4 Dead SDK Beta Released
Valve has released a beta version of their authoring tools for Left 4 Dead. The tools will allow you to "create your own campaign maps, character skins, 3D models, sound effects, and music and load them into the game." The kit includes a level editor and command-line compiling utilities, as well as example maps, props, infected, and explosives. It also brings plugins for a 3D modeling program called SketchUp. Valve has updated their development wiki to go along with the release.
It also brings plugins for a 3D modeling program called SketchUp.
You mean Google SketchUp? That's that super easy 3D scene modeller, right? Not like the other "easy" 3D modelling software - it's literally drag'n'drop the objects around?
Well... that seems like a plus.
I don't know why I don't see Valve being supported more on Slashdot. They really have a great model: you can have complete access to everything from hammer editor to the map compiling toolchain to the command line tools, you can have access to and edit any texture or model anywhere in the game... if you just buy the cheap game. You could pirate it all but good luck finding someone who's packaged it because it's just better from Steam.
And not only do they have a good model, they aren't evil. xbox.. the games are expensive and on top of that xboxlive got away with charging monthly fees for matchmaking (one p2 box in the closet) but valve sells their games cheap, and that's it for paying, it does free services for life.. matchmaking, downloading 100GB of games onto your new drive over the weekend, AUTO UPDATES
Part of what draws me in is L4D's simplicity. Some of the fun wore off about a month and a half after release, and I stopped playing it for a while, but since Survivor mode was included, it's opened up a whole new realm of strategies. What works to get a group to four minutes won't necessarily work to get them to seven or ten minutes. Even in those cases where we have gotten gold (I have three maps where I've exceeded 13 minutes, and some of my friends have exceeded 20 minutes on a couple of maps), it was fun throughout, because the pacing worked well.
It's not a game for everyone. It's very much a pick-up game, and that needs simplicity. Depth in games is good -- it's what has me playing through the entire Half-Life series about twice a year -- but it's not always necessary. Within the couple of bones that make up the minimal skeleton of a storyline in L4D, the reason that there's little scare is that the survivors are expected to be fairly used to the situation, and even a little jaded, as shown in the opening cinematic. This just isn't enough for some people, and there's nothing wrong with that.
To address your other issues, the current SDK doesn't seem to allow for new weapons yet, though I never was even casually into altering games myself so even though I've tried some of the programs, I may have missed something. I do appreciate the tutorial that they wrote for it, and it's kind of fun and interesting getting into the basics of design and understanding how some of the mechanics work. I think I know where there are some clipping issues, for example, because of explanations of what one should *not* do in level design, but which can creep in anyway.
You can never go home again... but I guess you can shop there.
Given that amount of post-release content that Valve releases, and that since Microsoft charges significant amounts to the developer for anything beyond a free initial patch they don't patch as often on PC - it's not that wise to get any Valve game that you could get for PC.