1. What
problems did you have whilst making your map?
Size was the
main problem. I made it how I thought it should be (the pent / quad / high
LG rooms + all the rocky area) but everyone that beta tested said it was
too small for 8 people. So I had to make it bigger. This took a while,
because in my mind I'd just about finished the map, and it was hard to
integrate the new area in without major redesigns. After 3 attempts I got
it right....
Also Aard kept
me strictly in touch, making me alter parts that we're effecting the flow
of the level. It hurts to take something out that you love the look of,
but in 'The End' it's made for a better level.
If you check
my readme as well you'll see what hassle's I had with texturing the pillars....
2. Which
part(s) of your map are you particularly pleased with?
The way it
feels in general. I've had lots of people telling me that it's got bucket
loads of atmosphere, which makes me damn happy cause that's what I set
out to do. Oh, and the crates have had lots of attention...
3. Is there
anything you don't like in your map?
Don't think
so... it's everything I hoped for and more.
4. Even
though there is a standard set of textures used in each map, what have
you done to show your individual mapping skills?
Architecture.
We've all interpretted the texture set in our own way, which makes the
pack unique. As the theme was old-industrial I decided to try and
make a warehouse, and it looks kinda like one. Strangely though many people
say it looks futuristic which I didn't set out for, though I can see what
they mean. Funny how it works out #8-)
5. Is there
anything you wanted to add to your map, but didn't get chance to? If yes
what would you have done?
Oh yes.
The camera room idea (done first by Damaul) was originally going to be
a complete miniturisation of the entire level. I did half of it but
it was taking way too long, pushed the vis time up tenfold & also the
size of the level in megs. So I took it out and settled on the overgrown
P sticking into the sky.