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bruxisma
@bruxisma

The above trailer is from 4 years ago

I remember seeing it in a thread on SA years ago, and it kind of trundled along and occasionally received updates.

But recently I noticed that with the rise of this late 90s/early 00s aesthetic that some indie games are doing that it's had a bit of a revival, especially during the pandemic. And recently engines like Godot (which I have strong opinions on but cannot deny is a tool that people use) have plugins to import quake maps directly now.

I wish map editing had been this easy when I was in high school. I'm jealous, yes. But also glad they did not have to suffer the death of a thousand paper cuts of trying to get a Milkshape 3D mesh into HL1.

Anyhow I felt like posting about it, because it's cool and good, and there's something quaint about seeing a modern map editor for a very old game that I used to play because my poor voodoo 2 PC couldn't really handle anything else.

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in reply to @bruxisma's post:

I am curious about your Godot opinions now as well. I enjoy using it as a hobbyist for 2D games, but that is a specific use case, and I appreciate knowing the pitfalls that I might of trained past without realizing it.

It's to do with the core Godot team, and the core of the engine. The actual tool itself is fine. But it is being held back by the people who say what goes in and what does not.

I'll probably write something up, but I need to get links to the stuff they've turned down, and the insane things they've said on occasion.

That's totally fair. I don't know the Godot core or core contributors that well, though it definitely has made some quirky decisions around the edges of things (2D lights come to mind).

I personally use it as a tool myself, heh