has mapping become easier now or harder? i think i’ve read a few months ago that there’s more work involved in mapping because of smart. but today i read this:
BG: Looking at the demo running it would be a nightmare to have to flag each surface as mountable or not. How would you flag each area? Does SMART help you out?
NA: We don’t do it. Well it wouldn’t work to have to flag each of those areas as we’d be making mistakes. This is how traditionally all other games I’ve worked on have been that way as well. To have anything like that you have to pull up a little editor next to a box and say that means you can go into cover there and hop over it. We don’t have to do any of that as basically [SMART] does a compile and puts all the collisions in and calculates it all automatically.
…and then wall-jump to an even higher platform without a contrived jumping assault course…