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[Get Opera!]

Aardappel aka Wouter van Oortmerssen
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Thank you to Aardappel for contributing. Heres his interview...

1. What are your top 3 levels that you've made?
Those would have to be UKPAK4, DM4ish and DM2ish.

File: UKPAK4 (3139 Kb) Part of the UKpak
Game: Quake
Players: 4 on 4

File: Dm4ish (166Kb)

Game: Quake

Players: 2-4

File: Dm2ish (171Kb)
Game: Quake
Players: 2-6

2. Why have you chosen these levels.

DM2ish is just so much fun as a 1on1 map, DM4ish has proven to be a very popular 2on2 map on the Barrysworld servers, and I just love UKPAK4, that has to be the best map I've made so far. Oh, and they all look neat too.

3. Which is your least favourite level, if you think you have one!.

Oh there's loads. In terms of looks it's of course my first level, Soepke, in terms of "ignoring quake engine limitations" it's my second map, Kasteel. I have comments on most of my maps, but for my maps it's definitely, the older the map, the bigger the problems with it :)

4. What map editor do you use?


5. What level editing tips do you have for other authors?

There's just too many. lets see if I can think of some:

  • whatever you do, there's just one way of learning solid mapping, and that is to PRACTISE A LOT.
  • You will greatly enhance the quality of your map if you plan the WHOLE map on paper before you place the first brush. Once you have the whole thing designed, including architectural features, the actual mapping should be nothing more than using brushes to implement your design in the neatest way possible.
  • work precisely. Try to place and size walls and areas to the biggest unit alignment possible, i.e. 128/64/32/16 in that order. Make sure brush placement and texture aligment is perfect when you create the brush, biggest mistake is thinking "I'll align everything when the map is done"
  • create and think about detail as you go. Making the whole map out of boxes thinking "I'll add random bits of detail to make it look less boxy later" simply doesn't work.
  • Study other people's maps. Not for textures and architecture (remember, these should be original!) but for technique. How come r_speeds allways stay low? how come I can navigate so smoothly? what causes the flow of this map to work out so nicely? what sort of lighting has he used? etc. etc.
  • be original. please?
6. How long have you been making Quake/Quake 2 maps.

since september '97 ish I think

7. What do you enjoy about making maps.

Mostly, just to "build stuff", the same enjoyment I got from playing with Lego. Even if nothing else, the sheer enjoyment of stacking brush after brush to create interesting areas to walk around in is enough for me. But making maps to be played in Quake is more fun than just creating architecture, as the restrictions that imposes is an extra challenge. In a sense, besides the existing kinds of real world architecture, there is a thing you could call "Quake Architecture" and it has its own rules and styles, which makes it very interesting.

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).

  • Finish my current map, E1M2ish :) (Don't ask me why I keep doing clones, it's just addictive :)
  • I have this plan worked out for a very intense and highly original map, just need the time to work on it.
  • I wouldn't mind having a go at Q3
9. Which is your favourite game out of Quake and Quake2 and why?

Quake. no contest.

10. Some self publicity, if you have a website whats it called and whats it address

Yes, stare at pictures of my maps at:

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