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[Get Opera!]

Biggus aka Paul Cowell
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Thank you to Biggus for contributing. Here is his interview...

1. What are your top 3 levels that you've made?
Hysteria, QFFLDM4 and QFFLDM5

File: Hysteria (387Kb) Obot Version (391Kb)
Game: Quake
Players: 2 to 8 players

File: QFFLDM4 (473Kb) Obot Version (475Kb)

Game: Quake

Players: 2 to 8 players

File: QFFLDM5 (397Kb) Obot Version (401Kb)
Game: Quake
Players: 2 to 8 Players

2. Why have you chosen these levels.

Hysteria was made with a lot of input from a guy called Badboy, and was the first map of mine that made it onto some public servers. It was more open and better connected than my previous efforts. Badboy also talked Flame (head QFFL admin) into using it in the UKQFFL league. Once this had happened I then set about making QFFLDM4 specifically for the league. This was where I started to use curves a lot in my maps, the quad room being once large curve. QFFLDM5 is my personal favourite to date, and I was particularly pleased with the quad room, it took ages aligning all the brush's, thank god for vertex manipulation :)

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

Not necessarily my worst, but I was never very pleased with QFFLXMAS, It was made for some one-off Christmas games so I had to finish it before a set date and I felt it was a little rushed to meet the deadline.

4. What map editor do you use?

Worldcraft 1.6a

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

My maps never seem to take more than 15 minutes to compile and I always find it strange when I read stories about some taking hours, days and even weeks to compile! I can only assume it has something to do with the way its constructed. I always spend time making sure my brush's are cleanly aligned  and tend to have all walls at least 32 units deep. Snap to grid is a must, and in Worldcraft when you disable it it is still snapping to grid, but the grid is 1 unit, which I find handy when manipulating vertices. I cant be sure if this is the reason my maps compile quick, but I'm not complaining :)

6. How long have you been making Quake/Quake 2 maps.

About 18 months now I think. Well... making whole ones anyway :)

7. What do you enjoy about making maps.

Not sure, I just enjoy creating something from nothing. I also get a kick when I see my maps being played on a server. OK, not everyone likes them but its nice when someone tells you it's kick arse :)

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 have got another Q1 map under construction at the moment, but as with a lot of peeps I cant wait to see what can be done in Q3a. Only down side is I will probably have to switch editors unless Valve pull their finger out.

The map mentioned by Biggus is Rest in Pieces (256Kb), which has now been released.

9. Which is your favourite game out of Quake and Quake2 and why?

QUAAAAKKKEEEE. Q2 was just to slow, it looked prettier than Q1 but for me it just didn't have the pace I found so addictive in Q1.

10. Some self publicity, if you have a website what is it called and what is its address

The life and times of BiGGuS can be found here-

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