Right now I'm waiting for my Visa to come through
and getting everything tied up at this end for the big move to the States
and the new job at Raven. I've
been doing a little bit of freelance work to keep me alive while I'm waiting.
I'm trained as a CG Animator so I've been doing a logo and some other 'bill
paying' jobs to tide me over. At the moment I live in Bournemouth on the
south coast of the UK where I went to college.
Well
I only have three levels under my belt that are worth anything. My favorite
has to be 'Ventilation Central'
purely on the amount of time we've played it on the LAN at home.
V e n
t i l a t i o n C e n t r a l (DM Level)
I was
happy with the architecture in 'Incarceration'
but the gameplay had some flaws that remind me that it was my first attempt
at a SP level. There are a couple of bugs in there too...live and learn.
I've
always been into Sci-Fi and that's a big influence on the work I've done
so far. Quake2 was an obvious choice because of the move away from medieval
to hi-tech themes. A friend of mine had a book of the concept sketches
for 'Alien' which
I used for the general style of 'Incarceration'. It started as an experiment
to make one of the bulkhead doors and sort of grew from there. All the
levels are planned on paper first. I use a sort of two and a half D drawing
which I can work from but looks a mess to anyone else :) Next I make a
boxy untextured sketch of the level in QuakeEd
to try and get a feel for the flow through the level. When I'm happy with
that I work on the architecture and scripting. Next I put in the items
and work on the lighting. Finally I go through the level and make a bug
list then do any revisions before going through the whole process again.
I
think 'Infernal Base'
by Daniel Leinich
is still my favorite, although the new id levels are growing on me. I like
the way 'Infernal Base' plays. It reminds me a lot of my favorite Quake
levels, particularly DaPak.
Lots of space, lovely views and the texturing and lighting is just right.
On the SP side I'm glad I don't have to try and keep up with YooShin
and Ed anymore
:)
After
the initial spooge I have to admit that for DM (which is always going to
be the thing that keep you coming back to a game) I started to feel that
Quake was still the better game. With hindsight, and the addition of the
new id DM levels, I have to conclude that they are just different. I'm
definitely warming to it though. As an editor, however, Quake2 is unbeatable.
I'm particularly impressed with the new lighting model. It's nice to see
techniques (like radiosity) which are still not widespread in CGI being
exploited in a game engine. The higher poly count is a bonus, but you could
always use more polys. I'm looking forward to future game engines which
place more of a focus on polys, rather than textures, for adding detail
to the game world. Hopefully Trinity
will offer such features.
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I
use QuakeEd4 with a slight modification to let me use my meagre two button
mouse. My work PC goes like this...Dual PII 300 with 128Mb of 50ns ram
Drives are ... Ultra SCSI 3.2Gb, 1.2Gb, 2.2Gb, Zip100, Ricoh CD Burner,
12x CD Diamond Monster 3dfx and a SB64 Gold Ethernet and modem 33.6 Even
then I still managed to make it cry (and swap like a b*tch) with 'Incarceration'
which weighs in at just under 3000 brushes and 1000 ents.
Ptcha,
free time! What's that? To be honest when I get away from a screen I just
go to the pub with friends or occasionally read whatever I'm into at the
time. Stuff I like 'Quake (classic?), sci-fi, general science, Chinese
food, tacky movies, coffee and cigarettes'.
Typical
morning goes from Blues to PlanetQuake
(still getting used to the new look) then it's off to Daves
Classics to see what's new in the world of emulation. Please, someone,
anyone, start working on an 'I,Robot' emulator! If I have an editing problem
I go to Rust and read through
their tutorials.
I'm
afraid you'll have to wait and see. One problem (the only one?) with being
hired is that I'm now under a NDA. That said, I don't really know that
much about the project I'm going to be working on yet. Exciting stuff from
what I know though :)
I n c
a r c e r a t i o n (SPQ2
Level)
I'd
like to thank all the level review sites once again for supporting all
the authors and keeping the homemade level scene alive. It makes such a
difference to read another opinion on your work, good or bad. It
all helps. I have always been impressed by the Quake 'community' and it's
been great to play a small part in it. It's going to be fun to watch as
the other authors take the levels on to higher and higher standards.
~Greg 'Manx'
Barr
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