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> Chief of these was the level editor that he designed along with the engine, which, for the first time and surprisingly the last time, allowed a level designe
by Zardoz84 10y ago
> Chief of these was the level editor that he designed along with the engine, which, for
the first time and surprisingly the last time, allowed a level designer to “walk” through the level
in 3D as he was designing it. This WYSIWYG (what-you-see-is-what-you-get) mode allowed
the designers to create levels in a far more natural way then they would be able if they were
merely using lines on a grid.
Not was the last. Obvisuly, the guy that wrote this on 2001, not know UnrealEd. The map editor for Unreal engines have this capability. Eventually, even map editors for classic DooM would have it (Check DoomBuilder for example)
- howerj 10y agoThe Serious Sam engine also had this capability: https://www.youtube.com/watch?v=8bmTUgySSyk https://www.youtube.com/watch?v=8bmTUgySSyk, which I thought was pretty neat. I don't have any experience with Game design, but I thought this more dynamic behavior would've been more common? It certainly seems useful.