I think the tools and engine were sufficient. Afterall, Unreal went on to become a big name in the industry and the engine was used in tons of games. It's more than likely they just didn't have enough time (or experience) with building the levels, as was a common trait among many games from this era.
Hmm... all I remember was the editor that came with the game seemed really unstable. Apparently, as I just read, it had some real-time editing possibilities so I must be wrong to think it was so clumsy. Of course they can only have gotten more and more easy to use. Which other games do you think suffered from the same problem then? I think SiN is one (half a year was cut from the schedule to get it out before Half-Life).
_My other pet peeve is the infinite spawn mechanic in some parts. I only found about this after reading a guide to the game, because I would never have guessed otherwise that the enemies are infinitely spawning in those sections - and to make matters even more confusing, SOME parts of the game have sections that SEEM like they are infinite spawns, but are in fact limited. This is not great gameplay, but at least it wasn't used too much_ I couldnt agree more. Its sooo frustrating... Especially now in level 26 :/
00:00:00 - Level 1: Vortex Rikers
00:03:39 - Level 2: NyLeve Falls
00:14:28 - Level 3: Rrajigar Mine
00:41:08 - Level 4: Depths of Rrajigar
00:53:55 - Level 5: Sacred passage
00:58:38 - Level 6: Chizra - Nali water god temple
01:42:53 - Level 7: Ceremonial chambers
02:01:33 - Level 8: Dark Arena
02:17:44 - Level 9: Harobed Village
02:29:55 - Level 10: Terraniux underground
02:34:10 - Level 11: Terraniux
03:08:02 - Level 12: Noork Elbow
03:13:21 - Level 13: Temple of Vendora
03:36:26 - Level 14: The Trench
03:41:34 - Level 15: ISV Kran deck 4
03:56:31 - Level 16: ISV Kran decks 3 & 2
04:27:16 - Level 17: ISV Kran deck 1
04:41:38 - Level 18: Spire Village
04:51:35 - Level 19: Sunspire
05:35:55 - Level 20: Gateway to Na Pali
05:47:05 - Level 21: Na Pali Haven
06:14:45 - Level 22: Outpost 3J
06:31:04 - Level 23: Velora Pass
06:35:09 - Level 24: Bluff Eversmoking
07:09:28 - Level 25: Dasa Mountain Pass
07:21:35 - Level 26: Cellars at Dasa Pass.
07:57:33 - Level 27: Serpent Canyon
08:03:00 - Level 28: Nali Castle
08:30:24 - Level 29: Demonlord's Lair
08:32:00 - Level 30: Demon Crater
08:44:21 - Level 31: Mothership Basement
08:46:00 - Level 32: Mothership Lab
08:58:34 - Level 33: Mothership Core
09:16:40 - Level 34: Skaarj Generator
09:23:16 - Level 35: Illumination
09:23:55 - Level 36: The Darkening
09:39:06 - Level 37: Source Antechamber
09:41:05 - Level 38: The Source
This video is *still* processing. No 720 or 1080p yet..
You're probably right about the level design. I don't think the tools they were using were that advanced so it must have been slow to put it together.
I think the tools and engine were sufficient. Afterall, Unreal went on to become a big name in the industry and the engine was used in tons of games. It's more than likely they just didn't have enough time (or experience) with building the levels, as was a common trait among many games from this era.
Hmm... all I remember was the editor that came with the game seemed really unstable. Apparently, as I just read, it had some real-time editing possibilities so I must be wrong to think it was so clumsy. Of course they can only have gotten more and more easy to use.
Which other games do you think suffered from the same problem then? I think SiN is one (half a year was cut from the schedule to get it out before Half-Life).
The Direct3D Renderer is not the greatest choice. It lacks many light effects and reflections
Best Renderer for this game is actually OpenGL.
_My other pet peeve is the infinite spawn mechanic in some parts. I only found about this after reading a guide to the game, because I would never have guessed otherwise that the enemies are infinitely spawning in those sections - and to make matters even more confusing, SOME parts of the game have sections that SEEM like they are infinite spawns, but are in fact limited. This is not great gameplay, but at least it wasn't used too much_
I couldnt agree more. Its sooo frustrating...
Especially now in level 26 :/