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Thread: Splinter Cell: Level editor | Forums

  1. #1
    Senior Member MerriIl's Avatar
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    Splinter Cell: Level editor

    Think skatepark editor from the Tony Hawk Pro Skater series. How fun would that be to have a level editor for Splinter Cell? You would be able to choose from a handful of location types.

    Examples:

    -Enemy HQ
    -Factory
    -Outdoor camp
    -Public Place (mall, monument, town square, etc)
    -Etc, etc, etc.

    From here, you would be able to choose different textures such as wood, metals, cement. Within the borders of the level you would be able to build walls, air ducts, catwalks, offices, stairs, zip lines, ladders, etc.

    Anyways, it'd be a fun thing to play around with and they could throw official competitions for best level design. A man can dream can't he? Haha. Feel free to leave your thoughts, and I apologize if this has been brought up before.
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  2. #2
    Member blkspdr's Avatar
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    Quote Originally Posted by MerriIl View Post
    Think skatepark editor from the Tony Hawk Pro Skater series. How fun would that be to have a level editor for Splinter Cell? You would be able to choose from a handful of location types.Examples:-Enemy HQ-Factory-Outdoor camp-Public Place (mall, monument, town square, etc)-Etc, etc, etc.From here, you would be able to choose different textures such as wood, metals, cement. Within the borders of the level you would be able to build walls, air ducts, catwalks, offices, stairs, zip lines, ladders, etc.Anyways, it'd be a fun thing to play around with and they could throw official competitions for best level design. A man can dream can't he? Haha. Feel free to leave your thoughts, and I apologize if this has been brought up before.
    Chaos Theory used the unreal engine so the unreal editor could be used to make your own levels! But I think it only worked for SvM, so you couldn't place any AI characters on the map.SCB will be using the LEAD engine, and I don't think there is a tool available to us at the moment. It would be AMAZING if there was though. Especially if we could make our own Deniable Ops levels! >:D It may be a long shot, but a guy can dream right?!
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  3. #3
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    I would kill to get my hands on a Chaos Theory Editor.

    Unfortunatly UbiSoft Has every reason "not" to release such a thing. They would look at it as something that wouldn't bring them any profit so why spend money on developing and releaseing something that may cause SC fans (exspecially CT fans) to spend all there time playing created levels and not spend money on future SC releases.

    ....now I'm sad
    Variable speed gives more control over your walk/sneak which in turn gives your animations a personal touch and increases re-playability. It is also tied directly into the AI sound system.
    Analogue controllers where created to give you more control over your character and the Developers have a responsibility to use it.
    For me it's a no buy without it.
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  4. #4
    Senior Member shobhit7777777's Avatar
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    **** yeah!



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  5. #5
    Junior Member shadowblade344's Avatar
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    I would fully support a level editor. And as a matter of fact, including such a thing with the game would make MORE people buy it.

    Sometimes it seems that games know more about how to do business with games than the actual company.
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  6. #6
    Senior Member sam2000_290's Avatar
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    I love map editors. I map for the old COD and 4 and 5. As much as I hate COD, MW series anyways, it is the only series that has what I need to make maps. Big warfare with AI and mapping this is fun. As for SC. That would be great. Make my own story and maps. I also map for BF2 and a few other games but only minor.


    We should pass this to the devs.
    The more I play SCC, the more I think SCC and SCB are more optimized for panther and assault. Playing ghost is not really a fun factor unlike the old SC games. For that matter, I think SCB should at least be played panther or assault (not over use). We all hope SCB is more classic since it is still in production but you can't change the fact that the series is taking this way. Therefore, you play it the way it's meant to be played. Though, I am not ruling out ghosting in SCB, it's possible and can be fun but the game is more optimized for panther/assault.
    Therefore:
    SC1-4: Ghost player SCC and SCB: Panther/(Occasional)Assault
    Overall: GHOST PLAYER
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  7. #7
    Member blkspdr's Avatar
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    Like I said guys, if you want to make your own maps for SCCT for PC, you can use the Unreal editor! Check your SCCT installation folder. Mine was in C:/[...]/Splintercell Chaos Theory\Versus\System

    I think you can only make versus maps.
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  8. #8
    I had created a Facebook page to petition for this very concept. Check it out: https://www.facebook.com/pages/Missi...5324894?ref=hl

    Click on the about tab to see other great ways of implementing this kind of thing. Give us a like while you're at it!

    100% agree that a level editor would be amazing for the replay value of this game! While Unreal editing is a viable option there's no need to get that specialized, user friendly UI based editors that are both pc and console friendly are very doable. Wether it's playing with extended paramaters or changing map layouts there's definitely ways of doing this kind of thing!
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  9. #9
    Senior Member sam2000_290's Avatar
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    I have worked with Unreal Engine to map for Rainbow Six 3 and Ghost Recon 1. The tool was rather difficult to use. I can't remember if GR1 was using the unreal engine but it was complicated as well. I could only edit the lighting and maybe place a few models lol. I did use the tool for Brothers in Arms. Brothers in Arms was pretty fairly simple compared to Rainbow Six 3. I managed to make a small room.

    If we were to get the tool, well, I gotta prepare to learn some basics. I might start with Rainbow Six 3 again. After all the tools I have used, the COD Radiant tool was the easiest to use, though people say Unreal Engine is easier to use. I don't even know how to place objects or make a box! Well I have for BIA anyways. The Company of Heroes WorldBuilder was good to use too. The only downside to COD Radiant is that I had to compile every single map. And make some scripting. Well scripting is fun but the compiling takes a long time. Every time I make a mistake, I had to fix it and recompile. It's give and take really. Some tools are easier to use but downside is longer compiling time and extra things to make it work. Some tools are harder but no need to compile. COH WorldBuilder is probably the easiest and quickest though the only downside is scripting is difficult. Haven't really learn it, only learned the COD quaking engine coding. Haven't learn Unreal Engine coding either.

    Hehe, yeh, a tool would be nice.
    The more I play SCC, the more I think SCC and SCB are more optimized for panther and assault. Playing ghost is not really a fun factor unlike the old SC games. For that matter, I think SCB should at least be played panther or assault (not over use). We all hope SCB is more classic since it is still in production but you can't change the fact that the series is taking this way. Therefore, you play it the way it's meant to be played. Though, I am not ruling out ghosting in SCB, it's possible and can be fun but the game is more optimized for panther/assault.
    Therefore:
    SC1-4: Ghost player SCC and SCB: Panther/(Occasional)Assault
    Overall: GHOST PLAYER
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  10. #10
    Quote Originally Posted by blkspdr View Post
    Chaos Theory used the unreal engine so the unreal editor could be used to make your own levels! But I think it only worked for SvM, so you couldn't place any AI characters on the map.SCB will be using the LEAD engine, and I don't think there is a tool available to us at the moment. It would be AMAZING if there was though. Especially if we could make our own Deniable Ops levels! > It may be a long shot, but a guy can dream right?!
    Anyone have confirmation on the Engine being used for SCB?

    All of their games to date use an Unreal Engine build... Except maybe SCC, I don't know.
    "He who forgets, will be destined to remember..." - Eddie Vedder, Nothingman

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