id Software's RAGE To Ship With Mod Tools
id Software's creative director, Tim Willits, revealed to PCGamer that upcoming shooter RAGE will launch with support for modding and level editing.
"As for what you’ll be creating, that’s a little trickier; id's technology has moved on since you could fit hundreds of Doom levels on a CD. 'Building levels from scratch is more difficult,' says Tim, 'because we have a layer system in some of the levels. I can foresee somebody modding up Wellspring (a town in-game) and adding different characters, giving them different voice-over.' But if you've got the development skills to use it, the level editor will be there. 'It's built into the engine,' says Tim."
A new trailer has been released for the game as well. A recent interview with producer Jason Kim explained why they decided not to have a traditional FPS deathmatch mode and how id Tech 5 affected level design.
Finally, I can quickly change all voice over dialogue to my bad Sean Connery impression.
Given the recent fiasco of Sony, lack of hardware updates for PS3 / X360 in the near future, the fact that you can get better hardware for similar prices (and play with more eye candy on the PC), you have the choice of the controller, or the kb+mouse, with Steam and it's low, low prices, the fact that you can do other things on your PC as well, possibly at the same time, there's no reason why the PC should not be on the rise now and console market share declining...
The only problem is the huge diversity and lack of big players marketing PC as the ultimate gaming accessory, If HP/Dell got their heads around, they have enough selling power to market the idea, and maybe even promote some baseline performance standards (like high performance, medium, low/mobile) as opposed to 20+ SKU that each generation of GPUs have...
You haven't been around before the days of 'Unreal' and 'Quake' have you? Map editors and modelling tools were common back then.
Q1 wasn't that brown. There were levels that were very blue, and others that were quite green. It's only the first episode that was absolutely brown, which had a lot to do with reusing textures for an episode to be distributed for free, back in a time where modems were the norm, rather than the exception.
Then we saw Unreal, which was anything but brown.
The muddle of browns everywhere started a little bit later.