...On another note, as for the actual winners, the maps are great but I have some complaints. I feel like there's too many reused Burning Paris assets, particularly in Junkyard and Hostile Grounds. Although on Hostile Grounds the underground sewer area makes up for it, that part of the map is SO GOOD and Swifty is a genius. But the amount of reused assets on KF2 custom maps has been bugging the hell out of me for months.
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First off, thank you for honestly and politely sharing your opinions, it goes a long way. I wanted to share with you some insight from my experience (using the editor the last 8 months) on why I think a lot of maps have recycled parts and look very similar to one another, including my entry into phase one of grindhouse.
Wall of text incoming
Spoiler!
The new engine plays a large role, if not the largest role in this equation. First of all the engine is a remarkable step up from KF1 that used a modified version of UT2004 editor (I think). Flash forward to now and the editor we are using for KF2 is a modified version of UDK (UE3). Clearly there have been some major changes in that amount of time.
One of the first things that struck me was the level of detail that TWI put into everything. The foundation for a lot of this detail is the textures used. In KF1 they were quite simple, very few options available. Not very many neat little layers that help a texture look 3D, reflective, wet, porous, etc..With KF1 you could find or make a texture and have it looking up to TWI quality in a matter of minutes and uploaded into a level. Now it takes more labor to create textures (they are referred to as materials now) that are on par with the quality of TWI's lineup for KF2. These materials are applied to 3D assets including walls, floors, ceilings and all props and without making custom materials mappers have to get more creative with what's available or spend the time creating them.
The next thing on the list would be 3D assets, or props. KF1 had a much stricter limitation on poly-count, or the level of detail on the screen created by 3D objects, due to engine limitations and to allow low-end PC users fast framerates. KF2 supports much more detail and TWI make use of that in their maps. This means in order to be on the same visual quality level as the official line-up people have to either create/purchase/acquire relatively high quality 3D props and then apply custom materials onto them.
Proficiency with the editor also comes to mind. Certainly there are countless ways in which the KF1 editor and the KF2 editor are similar, there were however, still a great many differences that mappers had to adjust to, myself included.
I think the bottom line is regardless of how you feel about any of the official maps gameplay-wise, they are visually rich and beautiful. This level of quality does NOT simply fall out of a level designers computer overnight. There are many artists assisting with the LD's core vision to create props and materials for the map. A team basically. It is very hard for individual mappers, or even a few people to compete with TWI's standards with this new title.
I hope this clears things up a little bit. I totally understand what you are saying and I think given some time, we will see more creative projects coming out as mappers get more familiar with the new engine as well as the process of creating high quality custom assets.