- 24
- kroneage
You all seem to forget that the PS3 supports mouse and keyboard in-game... it's just that no company has chosen to support the feature thus-far other than Unreal Tournament 3 (the excuse is that the games it would be most beneficial for: FPS and RTS, this kind of feature would unbalance multiplayer). Unreal Tournament 3's in-game Kb/mouse support for PS3 was half-assed though (pretty much the whole game was a half assed POS). I'm still waiting on a decent game that supports this revolutionary feature for consoles properly.
On top of that, as somebody else mentioned, go look at the crazy amounts of high quality user created content and maps for Unreal Tournament games, Halflife 2, Quake, and many others - with a decent amount of them using in-game assets. To create a racetrack you would not need as much user created assets as you would an FPS map, because most FPS maps are set in predominantly manmade environments - whereas most racetracks are set in more natural environments where assets like trees, grass, and textures can simply be generated with random variables. Then you have your terrain deformation and track angles and such that the user sets up themselves also using variables.
Also, I've got to mention I've created some pretty cool skate parks back in the days of the Tony Hawks Pro-Skater games on PS1 when I was younger. The editor in those games became fairly evolved and easy to use, yet in-depth, even for it's time.
On top of that, as somebody else mentioned, go look at the crazy amounts of high quality user created content and maps for Unreal Tournament games, Halflife 2, Quake, and many others - with a decent amount of them using in-game assets. To create a racetrack you would not need as much user created assets as you would an FPS map, because most FPS maps are set in predominantly manmade environments - whereas most racetracks are set in more natural environments where assets like trees, grass, and textures can simply be generated with random variables. Then you have your terrain deformation and track angles and such that the user sets up themselves also using variables.
Also, I've got to mention I've created some pretty cool skate parks back in the days of the Tony Hawks Pro-Skater games on PS1 when I was younger. The editor in those games became fairly evolved and easy to use, yet in-depth, even for it's time.
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