a few things: Q1 & Q2 are not based on the Q3 engine. Q2 is based on Q1, and the Q3 engine is a very enhanced version of the Q2 engine. For DIII a new engine will be used.
Yarik wrote:so why would any one want to go back and start mapping in an engine that wont be as good as doom3?
Because of personal taste! I for one only want to design maps for a game I really really really like. A game I can play with others online and hopefully on my very own map. RTCW has better graphics than Mohaa but still I make map(s) for the latter. SpearHead uses a modified/better engine, but still many people stick to Mohaa. Why are some people I know still making maps for good 'ol Q2 or even Q1, instead of Q3? Q3 has been out for what, a good 4 years? Well they say they don't enjoy mapping for Q3 as much as they do for Q2. Simple as that. Still people are making levels for Halflife:CS. As long as a game does well online, people will be interested in making new maps. Even if the game is a few years old.
I think it will take awhile before everybody can play DIII on his/her PC or even want to. A great deal of gamers don't like 'mindless' First Person Shooters. Also 'more' is not always 'better'. Some FPS fans don't really like UnrealII as much as they did UnrealI. Why? Good question. I still remember the first time I saw the glowing corona light effects in UnrealI on my new Voodoo2 3D card. But expectations and demands are getting higher and higher and let's face it, gamers are spoiled. Take Splintercell, first time I saw this game I was like *:shock:*. Few days later I got used to the graphics. I can only imagine how a software company must feel when after years of development their game is considered obsolete before it is even released (take Daikatana). Although I have faith in the id-guys and the Raven-boys, I'm dead sure DIII won't be taking over the mapping world, just because of its advanced engine.