Quote:


Otherwise, it would be premade entities, maps etc for the user to place within your existing game.




But even then you would have to replace an already existing map/model with the one that you got elsewhere and rename it to the name of the original map/model (fooling the system, as I like to call it )

But wait, there's more!

Not only would you have to do that, but if there's any kind of structured mission system, then you would have to either forget it, or you would have to deal with all the misplaced objectives that would pop up all over the place (not to mention missing file errors).

Sorry for the long-winded explanation, sometimes I just have to let my brain steam out.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}