Ok, I bugged some
of the top level designers in the game today with some questions about
deathmatch level design, and most of them were cool enough to respond despite
very tight time constraints. Here are the answers they gave for your enjoyment,
and possibly your education.
1. When
building a DM map, what is your general methodology... Do you construct
the outline of the map and get
the interconnections established first, or do you completely finish each
area (including lighting, entity placement,
etc..) before moving on to the next?
Levelord
...usually
I get brain farts that are immediately fleshed in the editor I rarely have
a pre-drawn outline. Often, though, I'll have sketches of
sub-sections of a level.
Sverre Kvernmo
I'll frequently
decide on a general layout before I begin, either on paper or in my head.
This is definetely easier with DM levels since they tend
to be smaller and less complex
than single player levels. I've never made a level that ended up the way
I originally planned it though. The level will, and should, take on a life
of its own as you find out which ideas work and which don't.
Giggler
A quality
deathmatch map is all about layout and game balance. Before starting the
actual map creation, its a good idea to decide upon a general
layout, and sketch it out on paper. Although I don't finalize lighting
and entity placement as I create the layout, I keep in mind where
the major weapons and powerups
will be. This helps gives the balance and flow needed for a good deathmatch
map.
Tim Willits
I first start
out thinking about what I want to accomplish in the level, where it goes
in the game, what the player needs to do before finishing it
and what puzzles they will face.
I then build as much of the level without worrying about lighting and some
special detail. I build the entire level before
I fine tune any lighting.
Gyro Gearloose
I'll probably
always be experimenting with construction techniques, even if I ever manage
to stumble on one that actually makes this stuff any easier
for me! I try to start with an overall concept, like "a single floor fragfest
with a central Quad and lots of lava" or "a level that plays like
DM3" or something like that
before I start editing. I often make some drawings on paper and sometimes
little flowcharts to visualize what rooms
will hook up to what. I do use the editor as a sketchpad for things once
I get into it, so it's not like I know how things will work before I
touch the mouse. Each level
seems to require its own experiments and compromises before it's done.
I have no problem deleting heaps o' brushes
if I decide something's not working the way I want it to.
For the most
part, I try to detail rooms and passages as I go. Plumber was an exception
to that - I roughed out the entire thing first without any
lights or detailing, and then went back over it to add those things - and
the detailing phase just seemed to drag on and on and on until I
couldn't stand to look at it
anymore. It might work for some, but I don't think I'll use that approach
again. Sadly, Plumber also turned out to barely
work as a DM map, but I think it was mostly due to its cramped passages
rather than its topology or construction method. I hadn't
figured out r_speeds yet either.
After a level's
basically done, I use lots of walkthroughs and playtesting to try to get
the amounts of health, ammo, and armor placements sorted
out. I've got some buddies at work to help test with on a LAN, so I get
a chance to see how the map works in a 3-4 person environment.
It would be really cool to have some sort of beta service on the net though,
where a group of folks would sign up to be willing to be
ginuea pigs on a server that could host maps in the fine-tuning phase.
For that matter, it would be great to have more servers on the net
running user-made DM maps!
Paradox
Usually most
DM maps require a non-linear layout. So, creating the entire layout of
the map first, leaving details for later, is usually the best
way to progress.
DaBug
I would first
have a theme or general idea of what the level is all about. I'm a big
proponent of having a level look and feel like its a somewhat
identifiable place. I also try
to have a good idea of what I want to accomplish in the level, which includes
things like number of players its designed
for as well as what weapons and powerups are included. I love to have a
finished level have places that players make up names for
as well as being well balanced(i.e.
weapons,armor,& powerups).
2. I have
noticed in several maps that a good way to improve the looks of a level
is to place brushes with different
textures on the same plane as other brushes. Seems to add depth to the
area with no real cost. For example,
on the wall beside a "func_plat" you might place a brush with the "working
gears" texture. The brush with
the gear texture does not stick out/in from the wall, but it is on the
same plane, as if painted on. Is this done for
visual effect, or is it a concious decision not have it stick in or out
to reduce face counts, and therefore improve
framerate? (whew, gotta take a breath!)
Levelord
...well, if
a breush like you describe does stick out, it will add to the surfaces
being displayed and therefore slow things down a bit. Even the
added texture will cause the
framerate to drop as BSP has to now divide the surface into smaller sub-surfaces.
I'd say, bottomline, that I strive to
make things look as "real" as possible and I'm constantly battling with
the dreaded Dragon of Framerate while doing so.
Sverre Kvernmo
There is still
a cost even if the brush with the decorative texture isn't protruding from
the wall. The brush thats level with the wall it's imbedded
in costs roughly half in number
of faces. As for the reason for using one or the other decoration, thats
mostly a taste issue. Some textures look
good level with their surroundings since they are part of a themed set
of textures. Others might not align up perfectly and have to be
carved into the wall to look
good.
Giggler
Having that
texture not stick in or out of the wall does save 6+ polys. Its all a matter
of how much framerate you have left to "spend" in any particular
room. If that particular room was only running with an r_speeds of 200-300,
then the extra detail would be worth it.
Tim Willits
It really
depends on the level designer and what they want to accomplish in the area
they are building. Its always better to not have textures
flush with each other but to
give them a little depth. BUT, if you are having trouble getting an area
to run smoother then flushing textures together
is acceptable. Avoid it on the floor.
Gyro Gearloose
I'm a clueless
guy on that one! :) That's a technique that I haven't used a whole lot.
You inspired me to do some testing, however, and about all
I was able to figure out is that it looks like there is a penalty associated
with the use of coplanar brushes that I don't understand.
As a test,
I made a 256 unit cube, dropped a light 300 in the center and a DM start
to one side looking toward the center of the room. I then
sliced all the walls into 32
unit high horizontal strips, textured them with alternating textures, and
copied the result to two different maps. In the
second map, I nudged the interior faces toward the inside of the room 16
units. I ran qbsp, vis -level 4, and light -extra on the maps.
Curiously, all three polygon
counts on the r_speed test were actually worse for the first map than for
the second! The first number of the n/n/n triplet,
which I believe is the total number of polys being considered for drawing,
was actually double that of the map that had the hidden surfaces
in it. I rechecked things and became a gibbering idiot.
Fortunately,
when I sliced the walls up further into checkerboards (64 32x32 squares
per wall) and did the same test, I got more sensible results.
The first map (the coplanar faces version) then definitely ran faster and
with considerably fewer drawn polygons than the raised-red-squares
checkerboard wall version.
It makes sense
that raising or indenting a surface if you don't have to is bad, because
it creates as many new polygons as there are edges on the
surface being extruded (plus additional bsp nodes and possibly cuts and
so on) but I'm scritchin' my haid about what I saw with coplanar
faces versus going ahead and
indenting/extruding in an area that's going to have low polygon counts
in either case. For areas with higher polygon
counts, the coplanar faces technique makes good sense.
Paradox
Usually, details
like that are done for many of the above reasons. Changing a face versus
adding a extruded brush can help keep world splits, and
visible polygon's down a great deal. Keeping a level playable, and pleasing
to the eye are a delicate balance. More often than not, things
that look really cool are nuked
due to the framerate-monster. Low framerate is espically important on strictly
DM maps, giving consideration to internet
players, already suffering from lag, and the possibility of many players
firing rockets in the same room. (When a rocket is fired, the
surface cache is rebuilt for
the dynamic light. That is very slow on most machines, therefore, many
players firing rockets in a very complex room
slows the game down considerably.)
DaBug
I would say
this is done for visuals, and for the most part your always fighting face
counts. I try to get things working like I want and then work
on making it look better and
the whole time watching my face count.
3. When
you run into the situation (and we all have) where you have designed an
area that looks totally bitchin, but
runs kinda slow, what steps do you generally take to improve it again?
Do you compromise lighting effects first,
or do you restructure walls? Or is the best idea to just throw the damn
thing away and start over?
Levelord
...this is
where MOST of my time is spent. The first thing I do is try to simplify
the area. Often the same "effect" can be acheived with less
polygons and surfaces. I rarely
limit lighting except perhaps dynamic lighting.
Sverre Kvernmo
It's hard
to give a good general answer to this one since all those cool looking
areas are totally different, with different problems bogging them
down. The first thing to do
is to use "r_draworder" to make sure you can't see into any areas that
aren't important to the coolness of the room. Next,
consider what makes the room so groovy and try to rescue that aspect of
the area, at the cost of all the others if neccessary. i.e. if
you've come up with some fantastic
new light effect then the sacrifices should be made to the architecture
and vice versa. The best cure for avoiding
this dilemma is to test you areas before they become too complex, keeping
constant count of the face-count.
Giggler
I've never
had to throw a room away, although sometimes you just have to bite the
bullet and put an awkward wall in somewhere, or tighten a
room up to save some framerate.
The first thing to go is always dynamic lights, they are a framerate killer.
The next step is to alter the layout so
that less rooms, or parts of rooms are being drawn from the problem areas.
Lastly, if any one section is still too high in r_speeds, some
detail has to go.
Tim Willits
Its not always
best to throw things away, I rarely throw an area away. Its best to rework
the area until you can create the look you want and still
have it run fast. This helps you learn and the more experience you gain
doing this the faster you can build areas that look good and run
fast.
Gyro Gearloose
The problems
of slowdown in Deathmatch levels have seemed to me to be both overrated
and underestimated at the same time. Lessee if I can
get out of that one!
The slowdown
problems that a lot of people seem to think of with Deathmatch levels are
the same problems associated with levels in general, or
even with 3D graphics in general. Limitations on polygon counts and scene
complexity forced by the graphics engine and hardwareis going
to be a stumbling block for
all of us probably for many years to come. My first attempt (Crucible,
which was primarily intended to be a DM level)
with the Quake engine was a classic example of the Wrong Thing - great
big rooms with lots of occluding objects. It was a perfect
candidate for just chalking
it up to experience and starting over on another level.
Later, I did
levels where I went into them with the intent to keep tabs on polygon counts
and framerates as I added passages and rooms. That approach
allowed me to start trying to figure out what worked and what didn't, and
why some really complex-looking levels run faster than some
that look simpler. GYDM (not on any FTP sites, but you can snag it off
my page) is my best effort at a decent-performing DM level
using the technique of adding
some stuff, checking it out, changing things as needed, adding more, testing,
etc. This worked well because it even
told me where the low polygon-count areas were, which meant that I could
afford to add detail and shadow-casting stuff to those areas to
not only make them look better,
but actually bring their counts up a little so there was less variation
in framerates from one area of the level to the
next. It wound up looking pretty dense to me, and yet there aren't many
places a player can be where the polys take a big jump, so I think
the approach worked well.
As to dynamic
lighting effects, I must confess ignorance. I understand that they can
have an adverse effect on performance, and I find it interesting
to note that some of the id levels use spawnflags 2048 on lavaballs to
remove them for deathmatch, but I haven't actually done much
r_speeds testing there, so I'm a clueless guy when it comes to deciding
whether to cut down on polys or lighting effects to get framerates
up. I would suspect that they're related though. In other words, I'll bet
that lighting effects probably won't hurt much if restricted to
low-polygon areas. In other
words, if a flickering light or a lavaball is only illuminating 20 nearby
polys, it probably won't affect framerates nearly
as much as if it's casting light across 200 polys.
What I meant
by slowdown problems being overrated is that the primary purpose of a DM
level is to be fun to play. I don't know how many hours
I've spent happily gibbing and being gibbed in just the START map, but
it always amazes me to bring up START, type "r_speeds 1" at
the console and see such terrible
numbers! :) My point here is that there will be cases where the numbers
may not be the best, but if it seems
to work alright and people have fun playing it, maybe that's okay!
What I meant
by slowdown problems being underestimated is that Deathmatch performance
issues usually go beyond the polygon counts and
3D data structure problems. Deathmatch performance tends to be communication
bound rather than graphics bound. Lag, latency, and bandwidth
problems seem to turn out to be much smellier ogres than polygon counts
for network deathmatching. All I can suggest here is to avoid
the use of big rooms for people to meet in, even if they have low polygon
counts and high single-player framerates. E1M7's lower floors
stay under 200 polys, yet modemers
disconnect like crazy rather than stand around frozen hoping for someone
to exit when that level comes up.
Paradox
Lighting effects
are always the first to go. Next would be a restructure, of the area itself,
or surrounding areas that might be visible. Its very rare
that cool stuff is just totally thrown away.
DaBug
I don't generally
use any special lighting effects on DM maps. Lighting surfaces is just
too costly IMO. Big rooms can kill ala E1M7, can't have
a whole bunch of projectiles flying around the level. but if its designed
correctly ala HipDM1 then the big room feeling can be accomplished
and work really well.
4. What
is your general feeling on powerups/rocket launchers in DM maps? Should
they always be behind secrets or
in tough to get to places ... or do you think they add to the experience,
and should be as easily attainable as other
weapons (but in smaller numbers obviously!).
Levelord
...personally,
I hate power-ups in DM. On the other hand, I love rocket launchers. Placement
of any of these goodies depends on the specific area
that they're in. Usually you want to use goodies to draw players to certain
areas, but the goodies themselves can be out in the open, or
hidden away. You also want to
make absolutely sure that the placement of a goody does not allow any one
player to dominate simply because
they've captured the goody's area and are holding the area with the goody's
benefit.
Sverre Kvernmo
I'm not a
great supporter of keeping the important items secret. Once one player
has found where the goods are, he is at a tremendous advantage,
further unbalancing the severely unbalanced game Quake is in deathmatch.
While the other shotgun-toting players are searching franticly
for the hidden stuff, "Mr Secret" can pound everyone into the ground. Great
fun for the dominator, frustrating for everyone else. Of
course, this won't happen once
all the players know the map, but then what is the point of keeping them
secret? I personally always put at least
one rocket launcher in a fairly easy-to-get area, and there are always
two of them in the map. This helps avoid the S& M style of play
described above. Remember that
for the good players Quake really has only three items Quad, rocket-launcher
and red armour (and _maybe_
the lightning gun). Place them carefully.
Giggler
No secrets
in DM maps!! Powerups can be fun, but there has to be a risk in trying
to get them. DM4 has great placement of the Quad Power, because
you have to jump over the lava to get it. On the other hand the Quad in
DM3 is just there to get, and whoever is around when it respawns
gets it. This type of placement favors the people who camp near it. Regular
weapons need to be placed differently though. Rocket launchers
cannot be put in hard to get places, such as the one in DM5. Whoever has
one, can easily stop others from getting at it, since that
requires hitting the switch
and running over the catwalk. I love a map where everyone gets a weapon
on respawn, and the game isn't revolving around
some guy with the quad.
Tim Willits
I like rocket
launchers and power ups to be in difficult spots to get to, it helps create
valuable areas in a level and getting the rocketluancher
becomes another goal as well
as killing other people.
Gyro Gearloose
Both! :) One
of my favorite levels is DM2. I enjoyed it since the release of QTEST,
the Deathmatch Test version, but I really started to appreciate
it after I watched the must-see Romero/KillCreek Deathmatch recordings
(www.ionstorm.com). It's a level that's perfect for two-player
DM, yet it's got two rocket launchers, two red armors, two megahealths,
and a Quad, and everything's right out in the open (given
the railing jump to the armor/health
pair and the rocket jump to get the Quad). I'd a thunk it would've been
overkill, yet it's aged to perfection - straightforward
yet tense, with copious amounts of guts flying everywhere.
In contrast,
I've also had great fun in E1M1 trying to dig a skilled camper out of the
grenade room while they bounced grenades upstairs getting
frags on people in the exit room and waiting for the pentagram to respawn
rough, yet a cerebral environment in which to spatter brains
thither and yon.
I think both
approaches can work well in different levels, but of course they aren't
guaranteed to work well in any random configuration. It's
hard to beat grabbing some deathmatch
buddies who can give you some good feedback and getting them to help out
with some "research". It was
interesting to see the small change (but major improvement) that was made
to DM2 between QTEST and the 1.01 release. I'll bet the change
was a result of many hours of deathmatching in that level.
Paradox
In DM maps,
balance is the most important thing. Putting the rocket launcher in a good
position, not too close to other insane powerups or superhealths.
Putting the supernailgun around some megahealth to give a player stuck
with the lesser gun a balanced chance with a rocket launcher
armed player. Putting the red, yellow armor in unique places. etc..etc...
Balance is the most important thing in a DM map, peroid.
Keep powerups away from the
higher power weapons. Put armor, health help close to respawn spots where
a lesser weapon is. Consider where
and how each respawn spot will be used, and taken advantage of. Try not
to create camping spots, or places on a map where somebody
can easily dominate for the entire game. Keep it as fair as possbile for
all those playing.
DaBug
Depends on
what you're trying to accomplish. Sometimes having a rocket launcher out
in the open works as in DM2 but it always helps to reward
skilled players with somewhat harder to get weapons and health. If you're
gonna have just one then it better be in a wide open place.
Usually a little play testing
decides these things.
5. What
do you feel are the significant differences in designing for internet play
(via QW) as opposed to LAN... I've
heard keeping the brush count lower is a must, but I've also heard rumors
that the rocket launcher can cause lag
due to all the smoke trails and stuff it creates...
Levelord
...hmmmm,
I haven't really accomodated this difference in my DM levels. I always
keep the framerate as high as possible in either situation.
Sverre Kvernmo
When designing
for internet play, keep in mind that 99% of the players will be lagged,
no matter how low your brush-count is. They'll have a lot
less coordination than you have when testing the level. Don't make a QW-map
into a dexterity test with narrow ledges, pixel-perfect jumps,
narrow doorways and tough rocket-jumps.
If you do, you're designing for the LPBs (myself included ), and your map
won't get much play. As far
as I know, the nailguns are the worst speed-hoggers for internet games.
Giggler
I am assuming
that rocket launcher smoke, etc. is all client side, meaning that playing
over the Inet would not affect it. It is true that in bigger
areas, more player positions
could possibly be calculated at once. So with that in mind, the r_speeds
for Inet maps should be lower than those
made for the LAN. Aside from that, the biggest difference here is that
most every Inet map should be made for 16-32 players, and LAN
maps are often for a smaller
group of players.
Tim Willits
The best thing
you can do to speed up internet play is not use laser shooters in a level.
Besides that I wouldn't worry to much about making it fun
over a LAN and over the Internet, just make the level fun.
Gyro Gearloose
LAN setups
are usually not near as prone to either the bandwidth or latency problems
that players encounter over the internet. In a LAN, you typically
have 10 Mbit ethernet adapters and hopefully some decent routers and gateways,
and ping times are in the sub-40 ms range. Over the
net, not only is latency a big factor, but bandwidth can be limited. Some
clients will be on 28.8 modems, where there are not enough free
bits per second in the datastream
to handle all the packets needed to cover 16 people in E1M7. Not gonna
happen. While there are too many variables
in the whole internet performance equation to be able to figure out a set
of rules that will always give optimal performance, I think it's
fairly safe to say that things
that cause network packets to be sent can have a greater detrimental effect
on performance than things that don't.
In other words, the brush counts are, as always, important because letting
them get out of hand will lower the framerate on the clients,
but even rock-bottom brush counts
will not help the situation when there are 12 people in one room all blasting
away at each other.
The rocket
smoke trail question is an interesting one that I don't know the answer
to. My guess would be that use of the rocket launcher does
indeed generate more network
traffic than, say, a shotgun blast because the server has to tell the clients
where a rocket is and when and where
it hits something, while a shotgun blast takes place "instantly". I would
also guess that nailguns are expensive from a bandwidth point
of view. Even so, I'd advocate
trying to design the level so that not everyone winds up in the same room
very often rather than cut down on rockets,
grenade launchers, and nailguns! :)
Now you've
got me wondering about whether the server tells a client when a smoke puff
or a bubble has vanished or whether the client takes care
of it on its own...
Paradox
Really the
difference isn't that great. DM maps created for LAN or QW dont have to
differ that greatly. Just keep in mind how much stuff is
going on in the level at once.
For maps that are geared torwards Internet play, keep the amount of moving
objects (func_trains, spikeshooters) low
because the game has to update the information for each of those objects
every frame. Making maps with lots of stuff going on slower
over the internet due to the
increased packet length. LAN dosen't suffer as much from this problem due
to the near-local speed of a good ethernet.
DaBug
DM2's moving
lava floors suck when you're lagged. Big rooms like E1M7 suck when you're
lagged. I pretty much design with the same things in
mind for both LAN and internet play.
6. How important
is the visual aspect of a DM level to you? I've played levels that looked
great, but sucked as a map
... and others that looked pretty bland, but were just excellent for DM'ing!
I personally, like a level to look good
and play good, but that's just me. Any comments?
Levelord
...if I have
to pick, I always opt for playability. That's the reason for being there.
Making the level look cool comes later and it's often limited for
performance. In fact, most of
my aesthetic work is done for the sake of the singleplayer.
Sverre Kvernmo
I guess I
weigh them both equally. While the playability issue is what keeps people
playing your map, first impressions are all-important. You
may have designed the greatest
level ever but noone's going to know if it looks like shit. This is even
true down to the level that you should make
sure the player start-points look at some cool view.
Giggler
Heh, all of
my DM maps I made before joining the industry were showcase maps, with
high detail and very little layout and planning. So I guess
it depends on what your reasons for making it are. < g> In general,
layout and entity placement come first.
Tim Willits
It takes talent
to make a level look good and play well. Your first goal of level design
should be to make every area look great. Any idiot can
slap some walls
up and accidentally make a level play well but to make it look well takes
talent.
Gyro Gearloose
I definitely
agree with you. I tend to get bored with a level that doesn't have some
visual appeal no matter how well it works for deathmatching.
Paradox
Gotta do both.
Keep the level looking good, and playable for all. Crapply looking levels
leave a horrid first impression on players, despite if the
level has the
best layout on Earth. Although, in time people (if they give it a chance)
realize that the map is fun due to layout. Then, if a level
runs slow, or
the layout is mediocre people usually play it for a while, then become
fed up with the unplayable speed of the man, despite good
looks or otherwise.
DaBug
Has to look
good and play good.
7. Which
style of level do you enjoy making the most and why? I like medieval/metal
castles, but I've seen some kick-ass
military DM levels as well. Which styles are the toughest to pull off and
why?
Levelord
...I like
to capture as much realism as possible, so anything contemporary or from
the past is best with me. I'm uncomfrotable with futuristic
settings because
I have a hard time "seeing" them. My absolute favorite is medieval, although
I had a blast doing the Duke Nukem Los Angeles
levels.
Sverre Kvernmo
For me personally
its easier by far to create ancient/medieval levels. Both the architecture
style and the texture set lend themeselves to cool
abstract shapes.
With futuristic maps I feel more constrained and the challenge is greater
to create cool, believable scenes. I enjoy both styles
though. The closer you go in time to the present, levels become harder
to create and allow for less expression by the designer.
Working on Redneck
Rampage was a chore at times. )
Giggler
It all depends
on what textures you have to work with, and what the creator has an imagination
for.
Tim Willits
I like castles
and medieval stuff the best. That takes passion to make. The ancient architects
where very romantic people.
Gyro Gearloose
To tell you
the truth, I'm still working on that. When I was a kid, I spent hours and
hours drawing mazes for some reason. I remember the
twisted glee I'd
feel when I finally tracked down an adult and got them to wind their way
through my scribbles while I watched, usually laughing
and trying to
distract them. Weird kid. I really do appreciate my parents for not institutionalizing
me. Anyway, I get the same kick out of the whole
process of making levels, even when they don't turn into anything worth
uploading. I like the look of metal and lava and shadows being
cast a lot, so
I've been trying to play with that lately.
The military/base
levels are the hardest for me. I've tried to do some but I just don't have
the knack for it. Actually, I suck so bad at them that I
PGP encrypted
the evidence and hurled the disks off a bridge for fear of blackmail.
Paradox
I like doing
a variety of maps. Originally, Tech levels were my favorite but I now really
love doing everything.
DaBug
I love them
all. None are really tougher then others. I could see some problems with
trying to make realistic outdoor areas but other then that
its pretty much
getting the face count to work and balancing the items.
8. Any comments
or suggestions you would make to the current crop of level designers out
there based on what you've
seen recently? No need to name names, but is there anything that's caught
your eye in either a good or bad
way lately?
Levelord
...actually,
I haven't seen much. Most of the good designers have been snatched up by
game companies and their work is now clandestined. I
haven't really
seen anything on the net that excited me lately, but if I did, the designer
may get snatched up, too (wink, wink, knudge, knudge).
Sverre Kvernmo
Sadly I haven't
been able to download and play other people's maps as much as I'd like
to lately. I think the last really cool freeware stuff I saw
was a couple of
maps by Martin Hryinewicki (last name is probably spelt wrong - sorry Martin:).
Hipnotic's add-on pack was great, with some much
needed fresh approaches to Quake level design.
Giggler
Chicken Feet.
Tim Willits
My only advice
to people is not rush to get your level on the internet, take some time
with what you do and make it great. Put some love into
and search your
soul for something better than what's out there.
Gyro Gearloose
Whenever I
get the chance to go download some levels and check them out, I invariably
find some really impressive work and things that are a
lot of fun to
play. About all I can say here is many thanks to the people that create
cool stuff for everyone to enjoy, including levels, patches,
Quake pages, development
and technical info, news, and everything else associated with this most
excellent hobby. I haven't used a weekend to
change the oil in my truck for almost a year now.
Paradox
A lot of maps
have caught my eye. The overall quality of levels on the net is increasing,
as more editing groups form, and more TC's come closer
to completion.
DaBug
I think the
hypnotic(ritual) add-on rocked in level design. Designers should look at
those maps and carry the architecture ideas over into DM
map making. It's
ok to have things look cool in DM levels :) I love variety and I definitely
love style.