Valve Pays Out to Item Creators

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Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Dear Valve,

We, the financially desperate and/or greedy, will now inundate you with at least ten (10) metric craptons of content submissions. We hope your content reviewers don't collapse under the pressure and expect you to begin writing us fat checks immediately.

Sincerely,
Your money-grubbing fans


(And yes, I'll probably start trying to come up with new weapons and/or hats myself)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
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what the fuck

there's no way that can be accurate

at all

what the fuck
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
Money...money...money, I don give a shit. I would maybe even pay that VALVe takes my map to their awesome game Team Fortress 2. Seriuosly. 1000 dollars is quite a lot for that you just had fun. Someday when I make good maps and such. Valve contacts me and wants to buy my map. I would like shitting bricks for a year after VALVe contacts me. I would be so happy and surprised... But I dont know if some faggots do maps because they think VALVe wants to buy em for money....
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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If you think modeling a simple item, is harder than making, detailing, and balancing a map..

There honestly is no comparison.

I'd like to see you say that after creating a TC or single player map. I'd say more but you get enough grief about watchtower so i wont.

TF2 maps are piss easy to create compared to Half-Life ones, and each game mode comes with it's unique difficulty level.

I'm not saying it's not hard, but from someone who as far as i'm aware has only created a couple TF2maps, making success in arena at that... if that's true then you've only experienced a small amount of Hammer.

But comparing modelling to mapping is like comparing the technical process of oil paintings to water paintings. Different skills, different approaches and nuances... different techniques and processes. Besides, I'd argue there's more too mapping than just the software, you really need to understand psycology and gameplay and a lot of theory. Modelling is less theory and experimentation and more tracing over schematics to reach a pre-conceived product.
 
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Terr

Cranky Coder
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Jul 31, 2009
1,590
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As someone who is primarily a programmer rather than a modeler or mapper, y'all can just stop about how "difficult" your artsy-fartsy jobs are until you've sat up for hours with a hex editor looking at binary files and debugging code :p

I'm slightly bitter that after hand-delivering custom-tooled swag to Valve's HQ, I never got even an e-mail about PackBSP 2.0.

It is not fair
I agree, but it's worth remembering that maps--despite the great effort--don't make money, because you can't sell a map to just one user. If Valve charged for maps, it'd just split the community, and if they charged a general fee for updates, it'd be a ragestorm, to say the least.
 
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lana

Currently On: ?????
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Sep 28, 2009
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That's also based on mapper preference. For some it can be easier to make a singleplayer map that balanced for one player as opposed to a two way balanced map.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,814
That's also based on mapper preference. For some it can be easier to make a singleplayer map that balanced for one player as opposed to a two way balanced map.

That's not what i'm talking about and just goes to show your mapping ignorance. Single player involves a lot more understanding of the entity system, such as using AI, scripting sequences and full use of the full entity list. It involves the entire engine. A lot of the engine is removed or made redundant in TF2. The worst you'll come up against is dynamic doors and math counters, short of the game mode master entity. That's novice play for anyone involved in moding the original engine.
 
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JoshuaC

L420: High Member
Sep 2, 2008
444
164
I have made single player maps. it does indeed take more effort depending on what you're making.

However, that still doesn't negate the different in the amount of effort put forth for hat/weapon models, vs TF2 maps.
 
Sep 1, 2009
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Even more reason to try and 'steal' 3ds max from my borther XD
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Hey Rexy, you know how you were looking for a job?

Heh heh... HEY WAIT A MINUTE... that's more per hour worked than Valve's own model makers get! What the crap?
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616

I don't know what you're getting so worked up about, mapping for both HL2 and TF2 is difficult. One is hard to balance, the other is more complicated and larger in general. Sure, arena maps are less challenging to make than most, but they still require some balance and need to be fun to play.

Anyways, I'm fairly certain it takes more effort to create even an arena map than a TF2 hat, or an item.
 
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