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[Get Opera!]

Vondur aka Dmitry A. Svetlichny
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Thank you to Vondur for contributing. Here is his interview...

1. What are your top 3 levels that you've made?
The last ones:

File: [zed] (303Kb) Obot Version (306Kb)
Game: Quake
Players: 2 to 4 Players

File: [ferrum] (300Kb) Obot Version (306Kb)

Game: Quake

Players: 2 to 6 Players

File: Selfburning (262Kb) Obot Version (265Kb)
Game: Quake
Players: 2 to 6 Players

2. Why have you chosen these levels.

Well, they're last and therefore, in my opinion, better quality than my older ones. And besides, I didn't make too many good maps to choose from =]

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

Yes, I have : its "3 or 4?". This is my most lame map ever, I hate it.

I even thought about removing it from my page, but I didn't touch it. Let people see where it all began.

4. What map editor do you use?

WorldCraft 1.6, but I hope to use 2.2 which will support Quake1, as they promised, because there will be rotating brushes with textures feature. [I hope that it will not so unstable as 2.0 =]

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

Umm, all tips are on The Forge and Rust =]

But from my side I'll tell something that was rather significant for me in the last time [say, hot tips].

Use carving carefully....Is this a tip? I hope so. All my maps until [ferrum] were made without this powerful WC feature. I've also seen on most editing sites advice saying don't use carving [especially with complex brushes, such as cylinders, etc.] But if you'll use it wisely, your map, with carved lights, or windows, or rails for the lifts, can made much faster and will look better. BUT, if it is possible of course, that at times you must avoid using this instrument. If you'll look at [ferrum]'s ceiling lamps, you will not see any carved ones. I just a made special texture to emulate this, because the map contains large halls with lots of detail. And if I were to have used carved spolights the polycount would have been over 1000. With emulated spotlights textures the polycount reduces dramatically. But from other side in the [zed] all ceiling lamps made with carving. This is possible because of relative small size of its rooms.

To conitunre: use carving to improve how your map looks and for faster map making. Also beware of the awesome texture instruments and utilities such as Wally, q2towad and many others, which will help you to produce your own cool textures. And one little tip: use proper texture names. I mean, you must not name your textures with the same names as the ones in quake1, just to avoid errors in GlQuake, which has bug: it doesn't clear texture cache between levelchanging.

And in conclusion: don't make a map if you not sure what to do. Have a clear idea before hand.

There are tons of lame maps, so think about not rubber raids and about players HDD's and cost of i-net time for d'loading =]

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

From the February 1998. Ignition was from the Matt Sefton' site =]

7. What do you enjoy about making maps.

Most enjoying factor is possibility to create your own worlds as you see it in your brain. You can walk through it and enjoy architecture, lighting and other stuff made by yourself, groovy =] And of course feedback letters, which give me good feeling. Without them I'll wither as damned flower. =]

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 don't like to plan. But I hope that I'll continue to work under Quake 1 levels [in the near future I hope to complete a q1sp map for Operation: Urth Majik project] and I will make maps for Quake 3:Arena when it's done.

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

Quake definitely. Because of its: speed, lots of fun, those rjumps, atmosphere, and other things that you know =] Quake 2 is more realistic. This fact kills all the fun in it.

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

Vondur's War Supply

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