Originally Posted by RejZoR
Yeah, they had to make concepts, you always have to when you're designing something, but like i said, you again know how zombies are suppose to look and how they attack. You just have to "facelift" them. Which is A LOT easier than making them from scratch. I mean it took probably ages for Valve to come up with zombies like we know thm and those screaming Houndeyes.
It's not as simple as you make it, and it's concept artists who do that while modelers and texturers are doing the work concurrently for other models, but let's concede that.
Now, level design? HL1 levels were mostly empty, now you have to fill them with something to make it look 2004+ and this poses two problems. First (because the priority is to keep HL1's feeling) you have to know to which extent this emptiness comes down to level of technology and to which point it was made on purpose to create a determinate feeling or atmosphere (lonelyness for example), before the action kicks in (level of tech could not be it, because other areas were populated with details, a lot of it had to come from "isolation/relaxation of senses" before the action kicks in, something Valve had mastered). Level design is NOT knowing how to use the editor, is also knowing how to create the levels so that the desired gameplay mechanics can happen, or so that it tells or contributes to the story and mindset of the player. BMS team had to take all those empty rooms and create them to match 2004 standards. That's problem number 2. The have to actually design the levels. And just to reiterate it, because you can never stress that enough, designing those levels is NOT opening up the editor and putting 4 walls here, and a crate here... There's a reason that de_dust 2 is by far the most played CS map, for example. It's level design is almost flawless. And btw, while we are at it, CS, CS:S and CS:GO are perfect examples of how level design has much more to it than placing boxes and walls here or there and using better textures and more poligons.