Insertia said:
Pretty much every Unreal editor, HL, and Ghost Recon.
The key word is level editor . Not a broad engine that comes with Unreal or Doom3.
That's good to know, so I can say that you'd understand the whole process, rather than treating it as something trivial.
I created many levels in Tony Hawk 2 with absouetly no problem with a console interference. A mouse and keyboard isn't needed to simply lay out a level.
THPS2 and TS had great simple level editors, and for those games you don't need a mouse and keyboard. In many ways I feel that even Hammer or UnrealEd could be ported to the console and it would take slight adjusting to use the software, but you would be using it in it's most basic forms. If you wanted to import a greyscale terrain map, or make some of your own meshes you'd be screwed.
The way I look at it, if you are going to only have the ability to make really simple plain-jane levels, it's not worth it at all, especially for polished console games.
Who cares? And this is why I said the argument is the dumbest retort ever.
If someone creates a crappy map, who gives a shit? How does it affect Halo?
Do consider that even
giving the user this ability adds development time and costs. Secondly as I mentioned before, it does affect Halo because the content is of high quality, crap content is not a good thing. I make a distinction between PC games and console games because PC gamers are more learned in this regard, console gamers aren't.
That's simply not true. Even if it were, there are a million and one ways to work around it.
It takes me a few hours to compile my HL maps on my P3 933. Of course UT 2003/2004 and newer games are much faster, I suspect (after reading some of their recent dev updates, which I've never read up until a few weeks ago) Halo 2's is not as effecient and quick. Read some of their latest ones and they talk about it taking a long time, and who knows what kind of powerful machines they are compiling these on.
Custom content isn't a big deal. Do what every game editor out there does: let the users use the models and texture from the game.
You could, but we all know that some of the best content for games like UT, HL, etc. are user created maps with user created content (textures, meshes, etc.). I'm not saying it's mandatory, a level editor doesn't necessarily need it, but I'm just pointing out that if you do make one for a console, it's going to be missing that component.
I doubt the levels would be any larger then levels in UT2k4(on average 4-15 MB's).
Xbox has a 4 gigabyte harddrive. Distribuate the levels via Xbox Live.
Yes, you could distribute it over Live, but the levels are far larger than you think. Halo's level were 20-30 MB, and if the levels are indeed 5 times larger, it's quite possible that file size will increase by the same amount.
Lightmaps aren't that large (unless Halo2 uses some kind of advanced lighting that i don't know about).
I don't know the specifics of Halo 2's lighting as well, it's just an educated guess coming from the dev updates as well as considering the size of Halo's levels.
I think that if user created content is going to be made and distributed for a console game, it has to occur in a far more controlled fashion than what we see with PC games. If I were Bungie, I'd be really cautious of having crap content attributed to my console game. Maybe it's just me...