Mappers, Games and Game Engines
I have some good news and some bad news. Which would you like first? The good news, you say. Okay, Leon Brinkmann and the Team he is part of is about to release a fantastic new Half-Life 2 mod called Strider Mountain. It’s going to be a great ride and I am sure most of you will love every minute of it.
So, what’s the bad news?
Everything comes to an end, and it seems that Leon’s current Half-Life 2 mods are about to end. When we finish a game we move on to the next one, why not mappers?
Now he will still be creating maps and mods for other engines, mostly likely Crysis and COD 4, so you can stop worrying, there will be plenty of new levels to play, they just won’t be for Half-Life 2.
Now, Leon is a well-known mapper and has made maps for many other games and the thought of him stopping using one engine and moving onto another got me thinking.
Here’s a question for mappers:
At what point do you decide to change the games you map for?
I know that Leon likes to map for game that are still popular and will receive plenty of downloads and therefore plenty of playing time, but some mappers stick with one engine for a long time.
So, this begs the next question:
Why do you map?
The answers to this are as varied as the mapper’s themselves but I do know why I want to map and that’s to tell stories.
Now, let me be clear. I am not judging or criticizing Leon for moving one because he spends hundreds of hours maps in the same way I spend hundreds of hours on PlanetPhillip.com and if he (or anybody) is not enjoying what they are doing then that’s just silly.
Leon tells me that he wants as many players as possible to play his maps and feels that will only happen with new games.
In fact, the size of Strider Mountain is more of a mistake than a definite plan. They were hoping to make a smaller mod and release it before the release of Crysis and move on. But with the addition of two new members on the Team it just grew.
Another reason they continued is that the mod contains LOTS of new content, including textures, voice acting, models and weapons.
So, all good reasons for continuing with the Source engine but not indefinitely.
Your Chance To Ask The SM Team Some Questions
Within the next week or so, I will publish an interview with the SM team and thought that you, the reader, may like to ask them some questions.
The team Consists of:
- Leon Brinkmann - Level Designer
- BalticForever - Technical Artist and Mod Leader
- CubeDude89 - Lead Modeler
- TB Biggs - Marketing
So, along with the answers to the questions posed above please feel free to add questions to the SM team. I can’t guarantee they will have time to answer them all but it’s worth asking!





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