Aardappel aka Wouter van Oortmerssen
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Thank you to Aardappel for contributing.
Heres his interview...
1. What are your top 3 levels
that you've made?
Those would have to be UKPAK4, DM4ish
and DM2ish.
File: UKPAK4
(3139 Kb) Part of the UKpak
Game: Quake
Players: 4 on 4
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File: Dm2ish
(171Kb)
Game: Quake
Players: 2-6
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2. Why have you chosen these levels.
DM2ish is just so much fun as a 1on1
map, DM4ish has proven to be a very popular 2on2 map on the Barrysworld
servers, and I just love UKPAK4, that has to be the best map I've made
so far. Oh, and they all look neat too.
3. Which is your least favourite
level, if you think you have one!.
Oh there's loads. In terms of looks
it's of course my first level, Soepke, in terms of "ignoring quake engine
limitations" it's my second map, Kasteel. I have comments on most of my
maps, but for my maps it's definitely, the older the map, the bigger the
problems with it :)
4. What map editor do you use?
Qoole.
5. What level editing tips do
you have for other authors?
There's just too many. lets see if
I can think of some:
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whatever you do, there's just one way
of learning solid mapping, and that is to PRACTISE A LOT.
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You will greatly enhance the quality
of your map if you plan the WHOLE map on paper before you place the first
brush. Once you have the whole thing designed, including architectural
features, the actual mapping should be nothing more than using brushes
to implement your design in the neatest way possible.
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work precisely. Try to place and size
walls and areas to the biggest unit alignment possible, i.e. 128/64/32/16
in that order. Make sure brush placement and texture aligment is perfect
when you create the brush, biggest mistake is thinking "I'll align everything
when the map is done"
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create and think about detail as you
go. Making the whole map out of boxes thinking "I'll add random bits of
detail to make it look less boxy later" simply doesn't work.
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Study other people's maps. Not for textures
and architecture (remember, these should be original!) but for technique.
How come r_speeds allways stay low? how come I can navigate so smoothly?
what causes the flow of this map to work out so nicely? what sort of lighting
has he used? etc. etc.
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be original. please?
6. How long have you been making
Quake/Quake 2 maps.
since september '97 ish I think
7. What do you enjoy about making
maps.
Mostly, just to "build stuff", the
same enjoyment I got from playing with Lego. Even if nothing else, the
sheer enjoyment of stacking brush after brush to create interesting areas
to walk around in is enough for me. But making maps to be played in Quake
is more fun than just creating architecture, as the restrictions that imposes
is an extra challenge. In a sense, besides the existing kinds of real world
architecture, there is a thing you could call "Quake Architecture" and
it has its own rules and styles, which makes it very interesting.
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).
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Finish my current map, E1M2ish :) (Don't
ask me why I keep doing clones, it's just addictive :)
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I have this plan worked out for a very
intense and highly original map, just need the time to work on it.
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I wouldn't mind having a go at Q3
9. Which is your favourite game out
of Quake and Quake2 and why?
Quake. no contest.
10. Some self publicity, if you
have a website whats it called and whats it address
Yes, stare
at pictures of my maps at:
http://www.ecs.soton.ac.uk/~wvo96r/quake/
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