2. Why have you chosen these
Pingu's Castle because it's such
a damn good laugh. I'd wanted to create a map like this since I started
mapping (Doom, 1996) and hadn't really pulled it off. Castle worked
really well, and it's the most fun you can have with Quad/Pent. It
looks a little bland compared to my new maps, but that was more for poly
count reasons than anything else - the architecture is good (mad half-spiral
staircases) and it was this map that impressed the UKpak bosses =).
The UKpak was the turning point -
until then only a couple of people (usually my mates) played my maps. Thanks
to the team (& boss Aard), the feedback whilst making the level helped
me produce something way above what I'd done before (in terms of detail
& connectivity). Everybody liked it, and it got chosen for the UKCL
this last season.
As for A2 - do I need to talk any
more about this level? 6 weeks in the making, I wanted to leave Q1 mapping
with a bang, and it appears that I've got it right at last. Aard
once again helped me (said the lighting was bad all the way through), and
it took more rebuilds than any other map (anybody want the out-takes?).
I also drew inspiration from many other maps, especially Hot Cakes beta
for the grass #8¬).
3. Which is your least favourite
level, if you think you have one!.
Well, I like them all, from day 1,
because they fulfil something I wished to do with a map. The worst
one I guess is NightMare, it's too tight and generally spaced-out for anyone
to play (& it's not very enjoyable). Looks nice though =).
4. What map editor do you use?
Worldcraft, 1.6 shareware (I guess
I should register now yeah?)
5. What level editing tips do
you have for other authors?
Keep it clean. With A2 especially
this was hard to enforce, but by keeping all the polys neat, none overlapping,
everything fitting properly (the floor round the circles is lots of small
polys, not 1 big overlapping), produces a better map. Your editor
& the compile tools will like you better for it. Oh, and also vis your
level and then light it - stops any nasty leaks + speeds up light lots.
6. How long have you been making
Quake/Quake 2 maps.
Well.. ickle was released January
1998, but I'd been mapping for about 6 months prior to that - I just hadn't
actually finished anything...
7. What do you enjoy about making
Creating something which I've had
a vision about. Sounds a bit surreal that.. hmmm... Having
an idea, constructing that, and seeing other people enjoy it. Also,
you'll notice that my maps (well, most) take on distinct themes, with easily
distinguishable areas. Pulling this off successfully takes a bit
of doing (18 months =).
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 would love to do mapping as a job,
that would be the ultimate. If not, leave University (final year
atm), probably go into web design (still creating something..), raise a
bit of cash, buy a Big Juicy PC (tm), Q3:A & edit that bugger for a
while, until someone gives me a mapping job.
9. Which is your favourite game
out of Quake and Quake2 and why?
Quake1, because it just feels right.
With Quake2 I feel hindered by the controls, whereas Q1 becomes an extension
of me. Oh, and the Q3:A test kicks ass, I've played it for quite
a few hours now and am falling in love...
10. Some self publicity, if you
have a website whats it called and whats it address
Igloo : http://www.planetquake.com/pingu