Team Fortress 2 SDK Update Includes Source Files For 10 Maps
Valve recently announced on the Team Fortress 2 blog that they are releasing the source files to 10 of the game's maps, making it much easier for fans to customize them. They also said they'd be releasing more source files for maps and models in the future.
"Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro. For the beginner map makers out there, we hope this gives you an easier entry point by allowing you to alter or edit an existing map, as opposed to being forced to start from scratch. ... We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes."
I remember when I was making maps for CS:S many years ago having the source for one of the maps was awesome. Everyone liked dust but I wanted to add some variety and put a sewer and such in. It makes it real easy for someone to make variations of a fun map so it isn't the same thing every go round.
Hell I've been told by friends that still play CS:S there are variations of my maps still being played, which is kinda sad honestly.
I'll meet you at the intersection of "Should be" and "Reality"
Thats the SubZero Jarate. Coming soon to sniper.
There's never anything for the 360.
Buying The Orange Box instead of just building a gaming rig: Worst. Decision. Ever. :(
Another three hundred derivative and mostly unoriginal versions of 2Fort, including at least one where every texture is porn.
Or at least, until content cooking became important. But every UnrealEngine1 and 2 game came with fully editable maps. In UnrealEngine3 editing is more limited, but you can still see how the map was made.
How about they start to release the code so proper modifications can be made? I find it quite strange that TF2 (after a few years), still hasn't released any of their code so people can start properly modding the game. Whereas there's a sortof other way to go about it (by using a plugin, called SourceMod), but using that is still severely limiting the possibilities to what you can do.
I find it quite strange how Valve, who can only be praised for their open attitude towards the modding community in their previous games, has now so severely shut down their latest games on these fronts (Don't misunderstand me; I'm a leveldesigner myself, and -love- their support they've been giving me for both TF2 and L4D), and find it odd that no clear answer on this question has yet been given.
Some of my own speculation of why they aren't releasing the mod-source for both TF2 and L4D are:
- The stats/achievement thing: I can imagine someone with access to the source would be able to make a certain mod which can fool the stats/achievement system, and as such someone can 'cheat': For myself, I don't put too much pleasure in unlocking them that way, but I can see how people would to cheat with enhancing their E-peen (so imo, a half-valid option).
- Afraid of people actually creating new content that can rival their next product: This is especially the case with L4D, whereas I can see that some of the things they're talking about in releasing in L4D2, has been stuff that me and a couple of my mates have been planning to actually do with L4D (but got severely disappointed at not seeing the source released). If this is one of their motivations behind this move... I can only be very disappointed.
- Valve considering the HL2-source to be enough to release to the public, as in the end, simply said, TF2 and L4D are only enhanced modifications of the Source-engine. Again, if this would be the case, I severely disagree, as L4D has several components which are fairly unique to that game, but beg to be enhanced/explored in modifications.
As noticed before, I'm a leveldesigner myself, so not too much into the whole coding-bit: But since the release of L4D we've been planning a certain mod/total modification for it, which is not possible to recreate using the SourceMod-plugin, and would even be more fudged up to create from scratch.
Other than that, the tools and documentation that they -did- release for the mapping community, is excellent, and a great help.
When you shoot a mime, do you use a silencer?
So how about Epic games (Unreal Engine) who have have had the source content for every level of every game freely available from launch?
doesn't sound like such a big deal from my side of the fence.
Coming from a background in the UnrealEngine (and having no Hammer or whatever experience), I was actually a bit surprised that valve didn't ship them to begin with, for exactly the reasons they claim to be shipping them now.
Sure there are a few ways you can obfuscate maps for Unreal Engine as well, but there's no difference between the source of the map and what you're playing, at least in UTech up to 3 (I have no UE3 exp sadly).
Either way, I'm glad Valve is finally doing it..maybe they will start getting the clue about SDK support from the get-go with their titles where possible. *cough L4D cough*
----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
You may touch our L4D and sodomise it Microsoft but you will never take our TF2@@@
Too bad that this update causes the model browser to crash the Hammer editor (the tool used to make maps) when you try to place props.
for their TF2 customers. Too bad us L4D players have been hung out to dry.
It's a perfect time for being wasted.
A perfect time to watch the stars.
- Burden Brothers, "Beautiful Night"