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[Get Opera!]

UKPAK7 Author - Pingu
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1. What problems did you have whilst making your map?

Size was the main problem. I made it how I thought it should be (the pent / quad / high LG rooms + all the rocky area) but everyone that beta tested said it was too small for 8 people. So I had to make it bigger. This took a while, because in my mind I'd just about finished the map, and it was hard to integrate the new area in without major redesigns. After 3 attempts I got it right....

Also Aard kept me strictly in touch, making me alter parts that we're effecting the flow of the level. It hurts to take something out that you love the look of, but in 'The End' it's made for a better level.

If you check my readme as well you'll see what hassle's I had with texturing the pillars....

2. Which part(s) of your map are you particularly pleased with?

The way it feels in general. I've had lots of people telling me that it's got bucket loads of atmosphere, which makes me damn happy cause that's what I set out to do. Oh, and the crates have had lots of attention...

3. Is there anything you don't like in your map?

Don't think so... it's everything I hoped for and more.

4. Even though there is a standard set of textures used in each map, what have you done to show your individual mapping skills?

Architecture. We've all interpretted the texture set in our own way, which makes the pack unique. As the theme was old-industrial I decided to try and make a warehouse, and it looks kinda like one. Strangely though many people say it looks futuristic which I didn't set out for, though I can see what they mean. Funny how it works out #8-)

5. Is there anything you wanted to add to your map, but didn't get chance to? If yes what would you have done?

Oh yes. The camera room idea (done first by Damaul) was originally going to be a complete miniturisation of the entire level. I did half of it but it was taking way too long, pushed the vis time up tenfold & also the size of the level in megs. So I took it out and settled on the overgrown P sticking into the sky.

MPQ Design by James Kable Healey.
CGI code by Paul Healey
CGI and Content Copyright Paul Healey 2001/2000/1999/1998
with the exception of reviews which are copyright of the author.
Design Copyright Kable Kreations 2001/2000