Well, they're
last and therefore, in my opinion, better quality than my older ones. And
besides, I didn't make too many good maps to choose from =]
3. Which is your least favourite
level, if you think you have one!.
Yes, I have : its "3 or 4?". This
is my most lame map ever, I hate it.
I even thought about removing it
from my page, but I didn't touch it. Let people see where it all began.
4. What map editor do you use?
WorldCraft 1.6, but I hope to use
2.2 which will support Quake1, as they promised, because there will be
rotating brushes with textures feature. [I hope that it will not so unstable
as 2.0 =]
5. What level editing tips do
you have for other authors?
Umm, all tips are on The Forge and
Rust =]
But from my side I'll tell something
that was rather significant for me in the last time [say, hot tips].
Use carving carefully....Is this
a tip? I hope so. All my maps until [ferrum] were made without this powerful
WC feature. I've also seen on most editing sites advice saying don't use
carving [especially with complex brushes, such as cylinders, etc.] But
if you'll use it wisely, your map, with carved lights, or windows, or rails
for the lifts, can made much faster and will look better. BUT, if it is
possible of course, that at times you must avoid using this instrument.
If you'll look at [ferrum]'s ceiling lamps, you will not see any carved
ones. I just a made special texture to emulate this, because the map contains
large halls with lots of detail. And if I were to have used carved spolights
the polycount would have been over 1000. With emulated spotlights textures
the polycount reduces dramatically. But from other side in the [zed] all
ceiling lamps made with carving. This is possible because of relative small
size of its rooms.
To conitunre: use carving to improve
how your map looks and for faster map making. Also beware of the awesome
texture instruments and utilities such as Wally, q2towad and many others,
which will help you to produce your own cool textures. And one little tip:
use proper texture names. I mean, you must not name your textures with
the same names as the ones in quake1, just to avoid errors in GlQuake,
which has bug: it doesn't clear texture cache between levelchanging.
And in conclusion: don't make a map
if you not sure what to do. Have a clear idea before hand.
There are tons of lame maps, so think
about not rubber cdrom.com raids and about players HDD's and cost of i-net
time for d'loading =]
6. How long have you been making
Quake/Quake 2 maps.
From the February 1998. Ignition
was from the Matt Sefton' site =]
7. What do you enjoy about making
maps.
Most enjoying factor is possibility
to create your own worlds as you see it in your brain. You can walk through
it and enjoy architecture, lighting and other stuff made by yourself, groovy
=] And of course feedback letters, which give me good feeling. Without
them I'll wither as damned flower. =]
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).
I don't like to plan. But I hope
that I'll continue to work under Quake 1 levels [in the near future I hope
to complete a q1sp map for Operation: Urth Majik project] and I will make
maps for Quake 3:Arena when it's done.
9. Which is your favourite game
out of Quake and Quake2 and why?
Quake definitely. Because of its:
speed, lots of fun, those rjumps, atmosphere, and other things that you
know =] Quake 2 is more realistic. This fact kills all the fun in it.
10. Some self publicity, if you
have a website what is it called and what is its address
Vondur's War
Supply
http://www.elbrus.ru/~vondur