- Dec 14, 2008
- 129
- 45
Seriously, whats the valid reason that every texture must be a tf2 texture? Realistic textures look like crap because they are realistic?
Here's what I don't understand: its ok to create new gameplay styles but a single texture thats not pure to the valve style isnt. Why the seperation of the two concepts? This distain even goes as far that a map 'sucks' simply because of a texture choice. What is it about the default textures that are so important but isnt important for gameplay?
I have heard the statements about how valve through out all previos things and started from scratch...but is this a valid reason to copy everything they do? doesnt that mean exactly the thing to do is to look outside the standards and determine what is possible. This is ok for making new gameplay styles, but should it not extend beyond the arrangement of props, entities and a couple digits typed into the settings?
Here's what I don't understand: its ok to create new gameplay styles but a single texture thats not pure to the valve style isnt. Why the seperation of the two concepts? This distain even goes as far that a map 'sucks' simply because of a texture choice. What is it about the default textures that are so important but isnt important for gameplay?
I have heard the statements about how valve through out all previos things and started from scratch...but is this a valid reason to copy everything they do? doesnt that mean exactly the thing to do is to look outside the standards and determine what is possible. This is ok for making new gameplay styles, but should it not extend beyond the arrangement of props, entities and a couple digits typed into the settings?