Thing is an app like 3dsmax will allow for a far higher ammount of flexibility than any level editing app I have ever used. However there are a couple of plusses for a dedicated editor where you want to leave your game easily modable and build a community around it.
Unfortunately this also means you compromise a lot in exchange for simplicity and ease of use, which is often to blame for the generic look of themajority of FPS games. (quake 4 looks liek the old quakes and has pretty simplistic scenery that doesn't look all that different once you take the lighting out, take a look at the gamespot video lol)
With the 3D app of course, there are other problems like requiring a programmer capable of making the Best use of your 3D application, and the limitations of your game engine and file format.
I personaly prefer something in between the two, where you can actualy use both. But for laying out levels, and anything visual plus simple static gameplay objects and effects, I typicaly prefer to use a 3D app, and only use a editor for the more dynamic things that may change from one game to the next, particularly when reusing locales.
Pudding did a great job with B3d pipeline, if you know how to make best use of both the programming and artside of things, you can do far more with a lot more panache than you could with an editor.
Unfortuynately some limitations in the B3d format mean that you cant create user defined scripts and particle systems in max. But other engines I have used did allow this allowing for some truly amazing sequencing of destruction and particle effects.
In the past I found very few game jobs for level designers that wanted skills with well known level editors, the majority requiring Max or maya experience.
At one time there were 8 max or maya level editing positions for every one that wanted experience with CSG editors.
At the end of the day those developers that use Unreal or Quake engines are still pretty low. Still interesting article.
I agree with One eyed jack. Creating art assets for games is still a very awkward thing, art and computers don't mix all that naturaly.
Tools still have a long way to go before they have the same immediate hands on feel that using traditional mediums offer. And 3D apps typicaly have the most flexible and intuitive tools once your learn their many intricacies.
Most of the companies I worked for that hired new Junior artists, typicly hired them for 6 months without them ever creating anything actualy used in the games being developed.
This is one of the main arguements for a level editor in my opinion. An unskilled person can pick up most editors and make something they passable as a poor quality level within minutes. But a lot of the more extravagant detailed levels you see on occasion could be developed quicker in a 3D app.
Unfortunately this also means you compromise a lot in exchange for simplicity and ease of use, which is often to blame for the generic look of themajority of FPS games. (quake 4 looks liek the old quakes and has pretty simplistic scenery that doesn't look all that different once you take the lighting out, take a look at the gamespot video lol)
With the 3D app of course, there are other problems like requiring a programmer capable of making the Best use of your 3D application, and the limitations of your game engine and file format.
I personaly prefer something in between the two, where you can actualy use both. But for laying out levels, and anything visual plus simple static gameplay objects and effects, I typicaly prefer to use a 3D app, and only use a editor for the more dynamic things that may change from one game to the next, particularly when reusing locales.
Pudding did a great job with B3d pipeline, if you know how to make best use of both the programming and artside of things, you can do far more with a lot more panache than you could with an editor.
Unfortuynately some limitations in the B3d format mean that you cant create user defined scripts and particle systems in max. But other engines I have used did allow this allowing for some truly amazing sequencing of destruction and particle effects.
In the past I found very few game jobs for level designers that wanted skills with well known level editors, the majority requiring Max or maya experience.
At one time there were 8 max or maya level editing positions for every one that wanted experience with CSG editors.
At the end of the day those developers that use Unreal or Quake engines are still pretty low. Still interesting article.
I agree with One eyed jack. Creating art assets for games is still a very awkward thing, art and computers don't mix all that naturaly.
Tools still have a long way to go before they have the same immediate hands on feel that using traditional mediums offer. And 3D apps typicaly have the most flexible and intuitive tools once your learn their many intricacies.
Most of the companies I worked for that hired new Junior artists, typicly hired them for 6 months without them ever creating anything actualy used in the games being developed.
This is one of the main arguements for a level editor in my opinion. An unskilled person can pick up most editors and make something they passable as a poor quality level within minutes. But a lot of the more extravagant detailed levels you see on occasion could be developed quicker in a 3D app.