2. Why have you chosen these
levels.
They're all I got!
3. Which is your least favourite
level, if you think you have one!.
The least favorite is "A Red SMudge"...
it was a learning level. It's not so hot, but the process of making
it taught me a lot about one of the most important aspects of level design:
proportion.
4. What map editor do you use?
Both my freeware releases were built
using Worldcraft, but I now use IonRadiant, Ion Storm's version of QERadiant.
5. What level editing tips do
you have for other authors?
Build a lot. Everytime you
have some inspiration or idea, fire up your editor and throw your down
ideas, or record them some other way, like sketching on paper. Even
if you never actually use the brushwork, you are tuning your ability to
actualize the intangible. Pay attention to what you like and dislike
in the games/levels you play. Get other people to look at your work
and critique it. Have fun, and don't forget to go outside from time
to time ;)
6. How long have you been making
Quake/Quake 2 maps.
I've been messing with level editors
for about 2 years, but only seriously mapping in the last year or so.
7. What do you enjoy about making
maps.
The raw act of creation at the beginning
of the process is a big rush for me, ya know, taking what you have in your
head and making it into something you can walk around in and interact with
electronically.
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'm working on Daikatana right now,
and I'm looking forward to working with John Romero on his next game.
9. Which is your favourite game
out of Quake and Quake2 and why?
Quake deathmatch is definitely tops
in my book, but Quake2 makes for a tiny bit more complex gameplay on the
single player side. They both have their pros and cons.
10. Some self publicity, if you
have a website whats it called and whats it address
I "run" a few
websites (the quotes are because I haven't had time to work on them since
getting hired). My main website is the Fugue (http://fugue.terrafusion.com/),
which started as a single player level review site but it mutated and now
has two subsites sort of within it, the Creonomicon and the Fugue State
design group's homepage. My other "big" site is Blackmail (http://blackmail.gamedesign.net/),
which I run jointly with raYGunn. It's sort of a before-they-were-stars
type thing for level designers.