2. Why have you chosen these
levels.
imminent boom -- because it's one
big contradiction...it looks so symmetric and ordered, but throw three
people in there and it quickly becomes pure chaos. (side note: this
level (afaik) introduced the concept of "marking" weapon and armor placement,
which became a trend that is still around today)
den of iniquity -- because it's my
biggest map. it works well for larger deathmatches while still remaining
suitable for just two people, due to the (imo) great scaling, layout, and
item placement. oh yeah, and all thos great frags revolving around
the central quad platform =)
knight takes queen -- i don't know...i'm
just really happy with how this map turned out. i think it it's my
nicest looking map.
3. Which is your least favourite
level, if you think you have one!.
i'd say castlemania. it was
my first attempt at map building, and while it turned out to be a good
learning experience, it's not a particularly good map. i think it
would have benefited from some ammo and health boxes, of which there are
none...the reason escapes me now why this is.
4. What map editor do you use?
i use worldcraft. right from
the start it had an incredibly intuitive user interface and a great set
of features. that works for me.
5. What level editing tips do
you have for other authors?
looks -- come up with an overall
theme and stay true to it. you don't need to be hugely innovative
every step of the way...use consistency and symmetry to your advantage.
layout -- freedom. dead ends
and areas without enough movement options lead to boring and predictable
play. give the players some freedom and use item placement to guide
their way.
6. How long have you been making
Quake/Quake 2 maps.
just over two years.
7. What do you enjoy about making
maps.
i enjoy the whole process, from the
first idea to the final build, and the satisfaction of creating something
that makes others say, "that's pretty cool."
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).
none really. i would love to
eventually end up in the gaming industry, but whether that would involve
developing maps i'm not sure.
9. Which is your favourite game
out of Quake and Quake2 and why?
although i've been playing quake2
like a man possessed lately, i really would have to say quake is the superior
game. i've played that game for thousands of hours over the past
few years and it still gets my adrenaline pumping. i think quake2
is a great game and it's tons of fun, but it lacks that intensity that
makes quake the great game that it is.
10. Some self publicity, if you
have a website whats it called and whats it address
i don't have
a web site. i'm not pompous and arrogant like that headshot guy ;)
An extra
question which I'd really like to the know the answer to.
11. How
did DaPak come about?
well, back
in april of 96 dennis and i both entered maps into the QuakeCon map contest.
he took first place with fsdm1, and i managed to squeak out second place
with cmania3. we both congratulated each other and this began a series
of emails which eventually led to dennis asking me whether i would be interested
in working on a collection of deathmatch maps. the idea was to do it just
for fun...no release date, no pressure--just good quality, nice looking,
kick ass deathmatch maps. dennis sent me a small map containing different
texture sets and architectural elements that eventually became the building
blocks of the DaPak style. i whipped up two small areas using some
variations on these ideas and sent them back to dennis (one of these areas
evolved into dapak3 -- deja vu). from there it just progressed...we
were both making maps and sending them back and forth to one another for
feedback and advice...five months later DaPak was released. the rest
is history i guess.