Its almost like the only reason for producing maps for this engine is for one's portfolio.
this is true..
I enjoy working on the single player stuff a lot though. Quake 4 does have a lot of verity and potential for good single player sequences. however, I think that the days of the current single player model are coming to an end and need a new twist to them.
Current half life style linear path is great for basic story telling and the model itself is pretty simple. TBH the linear Half Life style of story telling only tends to fall apart when things become too complex.
However how long until ..
Room, hallway, Room, hallway... with a special scripted event becomes tedious and boring for even the average fan of first person shooters.
All half life 2 did was literally.. Focus on one thing at a time.
Introduce a one new element at a time. Each new area introduce another new element until you are up to 3 at once then start over with a lull sequence where its a puzzle or nothing happens at all.
Never have more than 3 things happen at one time..
Rinse repeat for all 20 hours of the game ><..
example:
1. Go down a hallway and introduce head crabs
2. Go into a room and find grunts attack head crabs
3. Go down a hallway fighting head crabs, grunts, and apache helicopter. Fall down into a hole into a cave and do a puzzle.
1. Go down a hallway and introduce Zombies
2. Go into a room and find turrets attacking Zombies
3. Go down a hallway fighting Zombies, turrets, and antlions. Figure out a puzzle to leave the area...
1. Go down a hallway and introduce teammates
2. Go into a room and find grunts attacking teammates
3. Go down a hallway with teammates, while fighting grunts, and walkers. Figure out a puzzle to leave the area...
1. Go down a hallway and introduce antlions
2. Go into a room and find grunts attacking antlions
3. Go down a hallway with antlions, while fighting grunts, and shooting rockets at flying bug copters. Figure out a puzzle to leave the area...
1. Go down a hallway and introduce a vehicle
2. Go into a room and find grunts attacking you while on your vehicle.
3. Go down a hallway with your vehicle while fighting grunts, and shooting rockets at flying bug copters. Figure out a puzzle to leave the area...
lol...
Quake 4 did try to follow a bit more in Valves concept of game play and flow but they apparently missed the point that even Valve has to work on its game play formula a little more right? lol..
First person shooters need to go away from the Half Life formula because it is getting too predictable.
Im more into the MMO formula these days.. Just make a giant freaking world and let me progress how and when I want to.. IMO it could be done a little more closely to the old style of level flow from the original quake and doom.
/sigh I don't know anymore.. It sucks to think that working on a community map is just for resume material.. Sucks even more when you already have resume material and just want to make something fun to play...