2. Why have you chosen these
levels.
I chose these levels for several
reasons: I am very happy with the designs of the three of them, (especially
the design of Third Degree, and the open ness of Heavy Metal). I also think
they look pretty good (especially since all my other levels are for Q1)
and because they play pretty good.
3. Which is your least favourite
level, if you think you have one!.
There's a nice question. =)
I'd have to say my worst level is "The Gauntlet" - rtldm1 (Q1) , because
it was my first released level and is very boxy. It doesn't play that well
at all, has extremely high speeds, and overall has the feel of a new guy
with an editor. (Despite the fact that I had three unreleased maps before
that, the one immedately preceding that was called "Gib Keep" and was probably
actually better than "The Gauntlet" - Oh Well).
4. What map editor do you use?
I use and have always used Worldcraft
(insert latest version number here). I found it to be the most easy to
use, and have the best user interface. I tried Stoneless a long, long time
back but while it was very good, I just didn't like it over all.
5. What level editing tips do
you have for other authors?
Hmmm, that's a tough one. I'd have
to say, pay attention to look and feel (After all, what else is there?).
First and foremost, how a map feels or plays is the most important thing
because if its not fun to play, what good is it? Make maps that run fast
(harder than it sounds), have an interesting and connected layout and provide
a generally good game for deathmatchers of all skill levels. Another important
thing is the look of a level. Always take the time to make the lighting
in a level realistic, intelligent and not too sharp. (Fullbright or pitch
black areas).
6. How long have you been making
Quake/Quake 2 maps.
I have been making maps for just
over a year now, I started at the beginning of last summer, produced three
maps over the summer, then released my first one in early October. I started
making Quake2 maps soon after the game came out. My first one was released
at the end of February.
7. What do you enjoy about making
maps.
In all honesty, I just enjoy creating
the structures because I have an interest in architecture. I like the ability
to control all the aspects of the map from light levels to the sounds you
hear. As an added bonus I can deathmatch in them, though admittedly I'm
not very good at it.
8. What plans you have for the
future, with map making in mind.
(Say if you got a job in the
industry related to map making).
This has been and will more than
likely remain just a hobby. When I started making these maps I really had
no intention of joining a company or trying to be noticed by one. It's
just something that I like to do for myself, and sharing them with others
was just an added bonus.
9. Which is your favourite game
out of Quake and Quake2 and why?
This is becoming an age old comparison.
=) I'd have to say that I now prefer Quake to Quake2 only because Quake
gives a far better playing experience. Quake2 deathmatches just can't compare
to the intensity and action that you experience in a Quake deathmatch.
Another huge factor is the speed
of play, in which Quake wins hands down. With this said, Quake2 does look
a lot better.
10. Some self publicity, if you
have a website whats it called and whats it address
Its Retinal's
Broken Machine.