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To release a bonafide level editor, it would require as lot of time and effort. It's also usually not as simple as just "using stuff the game already has". Especially for a game like this, where a lot of things are custom and meant to be used in very specific portions of a level, as opposed to being made almost entirely of tileable "legos" as you see in most editors.
Contracts are lame in my opinion, lvl editor would give most people hundreds of hours of extra play time
This thread has come up in the past, so I'm going to say here what I said a few months ago.
As much as I would love to make and play user-generated levels for this game, I feel like I have to manage expectations a little bit here. From a development standpoint, this level editor would be a huge huge task. I'm not intending to put you on blast or anything; I'm just going to point out some of the design and development issues that stop a level editor from being a simple proposition.
Now, the dev team do have level creation tools; but "not the most user-friendly" would be putting it extremely lightly. Internal-use level editors are messy tools that are not easy to work with. Not only would they have to create (from scratch) a polished and intuitive tool that can create levels (at runtime, no less); they would need to redo all of their level assets so that they were usable in the user-facing level editor, and make all new assets for the purpose of user-made levels. They would need to do something about letting the player control AI scripting. They would need to do something about the inevitable performance issues inherent to runtime level creation. They would need to provide an infrastructure for uploading, disseminating and playing these user-created levels. If this level creator is going to be available for all platforms, they would need to design the editor for gamepad use too, which is another huge design change which affects everything.
Think about the time and resources needed to develop Mario Maker, and bear in mind that the level structure in Mario is way more conducive to player-created levels than Hitman (tile based 2D platformer levels with small numbers of relatively simple AI). The scope of this level editor would be so huge I can't see it being a feasible thing, even if the demand for it was hypothetically as large as the demand for Mario Maker.
Again, not trying to call you out or anything. I wrote this in an effort to share some knowledge about the game development process. It's an industry that, unfortunately still has a lot of disparity between how players think things are made and how things are actually made.
comment from an IOI developer from a few months ago.[i.imgur.com]
I hope this and the previous comment gives you some context as to why putting out a level editor is bigger deal than you may think.
TF2 doesn't feature any sorts of AI, which is where Hitman's complexity lies in.
Glacier is not Hammer.
You clearly have no idea what you're talking about. The issues with releasing a level editor have been explained multiple times. It's not as simple as you want to believe it is. Deal with it.
Dunno much about coding, but the logistics of having a full level editor seem pretty mindboggling - plus Io would hafta somehow come up with the time and money to build a crazily intricate map editor when they're already struggling to finish the game.