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[by Patrick
(twisted) Hardy]
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I had a chance
to interview Quarantine,
a talented young level designer on the SoF:
Team Fortress team. We discussed his role as a map maker and the daily
tasks he faces.
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twisted:
For the folks who don't know, what is SoF: Team Fortress?
Quarantine: It's basically a reincarnation
of Team Fortress for Soldier of Fortune.
That's the core of the project, but many things stray from the typical
Team Fortress. As our site
says, "This isn't your typical Team Fortress." |
twisted:
What was the inspiration for creating this rendition of a classic
tried-and-true modification?
Quarantine:
I feel that Team Fortress offers something
for everyone, there's the sneaky sniper or the crazy run-amok pyromaniac.
Team Fortress is THE most balanced game/mod I have ever played.
twisted: What is the team's mission statement or aim in
creating this modification?
Quarantine:
Above all is fun. Our second aim for
the mod is to create a very polished feel for the mod, we accomplish
this by setting up levels as scenarios rather than random maps with
two bases facing each other. [*cough* 2fort *cough*]. Third of all,
I think we're aiming for refinement to the classic TF formula.
twisted: For those who aren't familiar with your work, give
us a brief biography of yourself, including your past projects and
your current job on the team.
Quarantine:
I programmed the ODQ3
mod for Quake 3 and was working on a VERY extensive Half-Life
single player mod. One tragic day, my HDD crashed and alas, I lost
all work. I began working with a small group of developers on a pending
title named "Possum: The Adventures of Skitch". The game is still
in development, in fact, I'm discussing the netcode right now. My
position for SoF is "Scenario Designer" which is my fancy way of saying
"Level p1mp". =)
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twisted: What new features do you hope to implement in your
maps?
Quarantine: For
example, I plan to have in area in my Train Crash level where you
use a plank to go up a mountain, and from there get to a sniping spot.
Another example would be jumping on top of a shack, jumping from the
shack to a tree, and jumping from the tree over the river you normally
have to swim through. |
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twisted: When designing levels such as the Train Crash level,
what elements of creating a successful level do you hold dear?
Quarantine: I
want to make the person feel as though they're there, so I pay a lot
of attention to "the little things". Things such as scattered debris
and texture variation really make the map that much more fun. I'm
also a sucker for ambience so I like to use lighting effects to illuminate
things (wait till you see the river). Also very important is flowability,
especially in a map such as the Train map. (It's an escape with civilians
map)
twisted: As far as SoF
Radiant goes, how easy do you consider creating maps with the tool?
Quarantine: My
answer would be kind of biased, since QeRadiant is basically the only
tool I've used (QeRadiant with HL support, and Q3Radiant). I will
say, however, that QeRadiant is probably one of the best map tools
once you learn the hotkeys. The rate you can work at is amazing.
twisted: What's the hardest part of map construction?
Quarantine: Beginning
the map, it's hard to get started and you're constantly thinking,
"This isn't good enough, darnit!", but if you keep at it you'll eventually
have a beautiful little area to build onto. It's at that moment you
realize, "Wow, I never knew I was capable of this".
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twisted: How did you arrive at working for this modification
team?
Quarantine: I
was looking around at the SoF
mod scene (or lack thereof), and SoF Fortress caught my attention.
The team seemed like professionals, I became interested very quickly
and contacted MudBoy. After some talking/showing, he let me in and
I soon began work on Train Crash. I don't think I'm considered "the
new guy" on the team anymore. In fact, I think I'm a little too hard
on the webmaster Slay, and he's been around longer than me. |
twisted: In terms of progress, how far along is the modification?
Quarantine: Our
map work is going great. I'm not sure about skins or models, and nothing
will be definite until Raven puts out the source. I definitely think
we have progress though.
twisted: How do you plan out your maps, and what is the
typical process from start to finish?
Quarantine: Half
the time, I'll be sitting in school in class and an idea will pop
into my head. I take graph paper with me every day. So, I'll draw
some design drawings of it and when I get home, I'll do that. Most
of the time, about every 2 or 3 days, I'll really sit down with my
map. Get some food, some drink, and just edit for a couple of hours
straight. The next few days I'll take a break, and then the process
repeats.
twisted: Any closing remarks you would like to make?
Quarantine: Eat
more Chicken, Stuff is good, Ooof!Monkeys, Thunkin' ain't my bag of
tea.... seriously though, did you expect that cliche'd "OOOOH THANK
YOU FOR THE INTERVIEW" thing? Oh fine... thanks for the interview!
(seriously) |
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