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Author Topic:   Wad Editors??....
DocWillardMD
Member

Posts: 33
From:Portsmouth, Hants, United Kingdom
Registered: Dec 2000

posted 12-13-2000 09:47 AM     Click Here to See the Profile for DocWillardMD   Click Here to Email DocWillardMD     Edit/Delete Message   Reply w/Quote
Does anyone realise how much it cost Eidos/Core to produce the tools to create the Tombraider series (look at the cost of 3D Studio max!).

I believe that the level editor is worth a lot more than was charged! (even though UK charges more than most). Look at all the effort in the games (individually). Tombraider was unique in it's design when it was realeased - I spent days wishing I could create my own levels.

I take nothing away from the TReditor, which was created by an obviously talented person - unfortunately it took a while to learn how to use this properly, whereas the Core/Eidos version took no longer that an hour to learn basically how to create a full level.

I also believe that this version also gives us the insight into the work that goes on at Core/Eidos (all beit only in game production). They may not have given us wad editor or other tools, but whos to say that they will not in the future (Give them a little time!).

Remember these games were not just produced a single solitary person it took a team. This program had to be adapted to allow single users, who don't get paid to do this work over countless hours and months.

Why do people give them such a hard, would it not be more prudent to suggest things that could be done or added to augment an already powerful tool?

No matter the amount of complaining will force Core/Eidos to bend - however suggestions might give rise to new ideas that they may not have already thought of!

Don't get me wrong I would love new wads and tools as much as anyone, but I don't believe anyone in this forum fully knows the ins and outs of this current level editor!

I know there are problems with some of the components, but what software doesn't? (Windows etc...). But remember that later versions were always released in an attempt to rid the program of some of the bugs (might I stress not within days of people finding these bugs!)

I ask that we make the people at Core/Eidos know that we like this editor so it doesn't feel like a chore to them when creating fixes, tools and updates. You might find it works better!!!!

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MrEDude
Member

Posts: 278
From:Niagara Falls, Ontario, Canada
Registered: Nov 2000

posted 12-13-2000 10:17 AM     Click Here to See the Profile for MrEDude   Click Here to Email MrEDude     Edit/Delete Message   Reply w/Quote
I am just disappointed because I expected Core to put the same effort into the level editor as they have put into their games. Every level editor that I have used in the past has provided ALL of the objects/enemies from the game for placement in the levels. And every level editor that I have used has been FREE. 7 WADs? Come on, that doesn't allow for much variety in our levels, now does it? This editor was obviously something that was just thrown together at the last minute to try to satisfy us. I wish they spent some time to at least give us ALL the WADs from TRLR. And some WADs from Chronicles would be nice (especially since it came with the editor)! Then there would be almost no need for a WAD editor.

------------------
Just putting in my two cents.

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JohnCroft
Member

Posts: 251
From:Germany
Registered: Nov 2000

posted 12-14-2000 11:52 AM     Click Here to See the Profile for JohnCroft   Click Here to Email JohnCroft     Edit/Delete Message   Reply w/Quote
Well, I played TR I back in 1996/97, then TR II, then TR I Gold, then TR III, then TR II Gold, then TR IV.
I in fact did not like TR IV much because it was sooooooooo restricted to the egyptian world. No more exploring the whole world - which in fact Indy5 did which I played as well.
So I do not need the TRC WADs, the WADs from TR III would be quite enough for me - something generic that is not so restricted!

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JohnCroft
Member

Posts: 251
From:Germany
Registered: Nov 2000

posted 12-14-2000 11:53 AM     Click Here to See the Profile for JohnCroft   Click Here to Email JohnCroft     Edit/Delete Message   Reply w/Quote
... celebrating my 150th post (see above ...

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Avengelyne
Member

Posts: 677
From:Tomaston, CT, USA
Registered: Dec 2000

posted 12-14-2000 02:17 PM     Click Here to See the Profile for Avengelyne   Click Here to Email Avengelyne     Edit/Delete Message   Reply w/Quote
Hey wait a sec. I have 3d Max, PhotoShop, C++, Visual Basic (those programs don't cost much) expecially if you D/L them

Other games such as UT lets you completely change the game and Level around, why can't they do this for TR. (UT doesn't even have to be a FPS game if you don't really want it to be, but that takes time)!!!!!!!

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Number6
Member

Posts: 60
From:CANADA
Registered: May 99

posted 12-14-2000 02:42 PM     Click Here to See the Profile for Number6   Click Here to Email Number6     Edit/Delete Message   Reply w/Quote
If you only knew how much work it takes to make something that is even if only a little user-friendly, you'd faint.

As an example, I wrote an application to manage the texture mapping in a game using texture just like TR.

Texture mapping is telling the game where to put *that* texture in a document it understands.

Would you believe two month, every night (after work) to midnight, every week ends at twelve to fifteen hours a day?

It would have been finished in a third of the time but I took the trouble to make it usable, with buttons and nO Runtime error.

So, many TX to Eidos for the editor.

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DocWillardMD
Member

Posts: 33
From:Portsmouth, Hants, United Kingdom
Registered: Dec 2000

posted 12-14-2000 03:47 PM     Click Here to See the Profile for DocWillardMD   Click Here to Email DocWillardMD     Edit/Delete Message   Reply w/Quote
I like anyone else would think it fab if we got the wads to all the previous installments of TR. But would it not take time to update them to work with this incarnation of the TR Level editor (remember it was designed for TRTLR).

What I was trying to say is that these things take time and effort (not just the cost of the individual packages used!)

I agree with number6, I have had a dabble in games programming (it took me ages to just write a simple set of code, then debug all of the errors). If you want an idea what games programming is like (and you have visual c++) try downloading the Hexen & Heretic source code and browse a little!!

BTW ... Congrats JohnCroft on your 150th.

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