Thank you to Killer for contributing.
Here is his interview...
1. What are your top 3 levels
that you've made?
Hmmm, tricky one. I would probably
say that MKRUST - The Rust Bucket is one of the best. That and also
KTDM3 - The Colosseum and KTDM5 - Enemy Mine.
2. Why have you chosen these levels.
Well MKRUST was a kind of breakthrough
map that seemed to get me a little bit of recognition as it was given a
good review by Gonzo over at Gonz-O-Matic and I got quite a few nice mails
about it too. KTDM3 is my best attempt at a large map for lots of player
and I think it works really nicely. The version that is currently available
is not nearly as good as the final version that will be included in KT-imPAKt
though. KTDM5 is an excellent one-on-one map even though it wasn't intended
to be. I think it looks nice and most importantly plays great (this map
is not currently available as it is a KT-imPAKt "pack only" map).
3. Which is your least favourite
level, if you think you have one!.
Well my first map that I published
was called MKSUPER - Superposition (no longer available for obvious reasons)
and although I thought the world of it at the time, looking back it is
damn poor. It has 3 very boxy rooms and almost no architectural detail.
I like to think I have learned a lot since then :-)
4. What map editor do you use?
5. What level editing tips do
you have for other authors?
I seem to be one of the only mappers
that does a fairly detailed sketch of the layout of my maps before I hit
the editor. I think this really helps you get a map that will play good
but most people seem to disagree. I think another good tip is to play lots
of custom maps, you can learn a hell of a lot by looking at other peoples
efforts whether it is how not to do something or great architectural features
and gameplay ideas. Please don't think that I am condoning ripping off
other peoples work here, I am just saying that you can get a lot of inspiration
from other maps (although there is a fine line between inspiration and
copying). Finally don't underestimate the effect of ambient sounds in maps,
they add a lot to the atmosphere and make the place feel more real.
6. How long have you been making
Quake/Quake 2 maps.
Quake II maps for about 18 months
7. What do you enjoy about making
I've always been interested in the
construction of things, lego, models etc. etc. and mapping is just another
cool construction kit (which has infinite possibilities). Starting with
a void and ending up with a cool map that you can deathmatch in is very
rewarding. The icing in the cake is hearing that other people are enjoying
playing on your maps.
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).
Thanatopsis and myself are currently
working on an 8 map pack for Quake II called KT-imPAKt which is keeping
us busy for the time being. Once this is complete we are going to try and
get it on some servers and coverdisks and get people actually playing the
maps. After that I am probably going to make a map for Quake III to get
used to the new engine and gameplay and after that there is talk of a KT-imPAKt
2 for Quake III :-)
9. Which is your favourite game
out of Quake and Quake2 and why?
Undoubtedly Quake II. I never showed
any interest in Quake I when it was released as I was happy mapping for
Duke Nukem 3d at the time. I do now have Quake I installed on my machine
but I don't play it on the net. I have played it briefly and it is good
fun but I much prefer Quake II with it's more balanced weapons (apart from
the god forsaken HyperBlaster) and of course far superior graphics. I like
the pace of Quake I but I think that it turns out to be a mad dash for
the Rocket Launcher in the end (but that is probably due to my limited
Quake I experience).
10. Some self publicity, if you
have a website what is it called and what is its address
Homepage can be found at http://www.planetquake.com/ktimpakt
and my own personal site can be found at http://www.planetquake.com/killer