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Meh, 3.8 would be the last version at first, with just a few updated maps. But 4.0 came along, so will 4.1... It's just time to move on after that. I believe that's the main reason for most, I don't think it has to do with the community that much (btw, notice how invis uses the word 'some', not 'all').
Yes, some....not all. Although, I have to say that when even Blade who has the patience of a saint says "screw it" then its pretty much over. Ive been "over" the community personally for years, but I love the game thats why I trudged on. And Crenshaw wasn't meant for the q3 version of the game, it was geared for a nextgen version that the team was discussing.
Here is a few shots of that nextgen version of crenshaw that was in the works
I tried very hard to dumb it down for Q3, and I just couldn't do it. The toolset and asset pipeline for q3 just doesn't lend itself to make quality art by todays standards. And even if we could, its so unbelievable cumbersome that it almost isn't worth it. Ask anyone on the team, I tried very hard to get the levels to play nice with our tools and it was just like herding cats. I think the entire team has realized (jeff and I especially) that we were not going to be able to make what we wanted with q3. We were going to have to retool. And thats what we are going to do, so that we can make a better quality product. Provinggrounds was built entirely out of Radiant, and believe me folks it wasn't easy, and is finicky as all hell. Why would I go through this? Because I love the game and I want to bring a better product to it. But doing docks and crenshaw with our current tools and engine would just be insane. So, maybe for the next game? I don't know. And we aren't abandoning it solely because of the community, but I have to admit that the entire team realized that it made lots of mistakes on how we dealt with the community, and I guarantee we wont make those on our next project.