An interview with Distrans with special guest Scragbait stepping in
to flesh out the details.
Travail is a mission pack for Quake released in 2007
after several years of development. It was the largest in several years
and had well over a thousand downloads in the first 3 days.
Distrans and Scragbait started the Travail project and
made some time available for some questions.
[*Note that links in the interview where words themselves
are hyperlinks were arbitrarily, capriciously and inconsistently
inserted by myself as a best attempt and good faith effort to try to
give the reader context of a reference to an author, a map, etc. as
best I could.
-- Baker]

Origin
Baker: I'm here with Distrans, mapper
extraordinaire and mastermind behind Travail and otherwise all around
pleasant guy, here to conduct an interview for Quake Expo 2008.
For starters, could you tell about you
became involved in mapping for
Quake? In particular, at what point did you get into mapping and how
did you end up involved with others in the mapping community
Distrans: Hey Baker, I came to Quake very late...and never
actually got involved in Wolfenstein, DooM or DooM2 prior. Sure, some
friends had tried to get me involved, but Wolf seemed artistically
naive and childish compared to the Mac games I was playing, and
DooM(1/2) was too cartoonish and the keyboard movement system too
limited to be interesting. So I walked away from FPS into SIM-ing and
4D puzzling on the Mac. As it turned out, my favourite part of SIM-ing
became building "worlds" and challenging mates to succeed in "my"
environments. When I changed employment to a DOS only regime I ditched
my beloved Mac and picked up a fully compatible system, thus I was
looking around for something to replace my favourite games (OMG Fool's
Errand was sooooo good) and after stumbling through a couple of the
Underworld series I came across a "silver" or "platinum" (or some such)
copy of Quake. I'd heard some buzz about this replacement for DooM but
wasn't really convinced, still the side of the box indicated my already
surpassed system could run it and promised full 3D so...
OH, MY!!!
It was awesome...the enemy had sides and rears. The mouse was
important. One could (had too) look up down and all around. The "stuff"
of this game was not sprite driven but rather brush and model driven.
However, for me the biggest improvement, the thing that drew me into
the game, the thing that drove me to map for the game was the lighting.
Sure, unlike a basic stage setup, there was no color...but one could
still do a lot with limits, placement, architecture and (thank
goodness) info_notnulls. "dis_sp6: Ruined Nation" via the spider caves
at the end of qte2m1 is probably the ultimate expression of my
fascination with lighting in Quake. This fascination is firmly founded
in the anteroom of the entrance to the second episode of Quake.
So, in 1999 I played Quake and, like more than would admit, I
did it at full tilt on God mode. It wasn't till late in 2001 did I
finish it legitimately on EASY (something Speedy and I mutually
celebrated years later on #tf). However, the "God" cheat was not the
only cheat available...and this is the important thing. When one typed
"noclip" into that console in a pre GL version of Quake one became the
"wraith" and travelled cleanly both inside and outside the "world", for
a philosopher and stage tech this perspective was inspiring. Imagine
how inspired I was when I picked up "Definitive Quake (or some such)"
CD from a PC mag and (after working out how the hell I could get them
loaded and run) played other peoples' levels. I was hooked, I HAD to
start making worlds! On this same CD was "Alkado" by the author
eventually known as [kona], and this was my first inkling that Quake
could be modded, but more importantly the CD contained a freeware
version of Worldcraft and a list of sites that included QMap. In early
2000 I loaded up WC and started haunting QMap, later that year (and
after twenty or so unfinished experiments on my part) Aardappel
announced the first Quake 100 brush competition. One of my projects had
evolved into something that might eventually fulfill Shambler's
criteria for review, but I thought it a good idea to take part in the
comp. The rest is history...I entered a level in the comp (8th place)
and in the process went public at QMap as palldjon. I built the
(slightly controversial) start level for the pack, and met scragbait,
aard and edgecrusher (now ionous). Scraggy, ionous and I tested each
others levels, and aard mentored me through the construction of the
start level. This too was a real eye opener: the care these peeps took
in offering detailed constructive criticism was mind-blowing. This
interaction during the later part of level
construction is still my
favourite part of the process.
Baker: I recall somewhere it being mentioned
you are a a philosophy professor -- or if my memory is off -- Ph.D
student. If this is the case, how has this background influenced your
mapping? And in addition, who is your favorite obscure philosopher and
why? Furthermore, what well of stamina did you and the others tap into
to see this long and drawn-out project through to completion?
Distrans: Thanks for the promotion :) Professors in Australia
are few and far between, some departments might not have one of them
for several years at a time. They are the academic equivalent of the
more administration focussed 'Dean'. I had a teaching fellowship with
La Trobe University from 2005 to 2007 at the Wodonga Campus. I now work
as a casual tutor at the same campus, but probably won't beyond the end
of this year. My Masters project has stalled in the face of my shift of
energy towards the establishment of a local Academy of Music. Almost
two years into things and some of our bands are starting to make waves.
Several of the artists we've assisted along the way are spreading the
good news about us, and the community (with a few annoying exceptions)
are very supportive of our ongoing existence.
My background in philosophy hasn't really influenced my
mapping. Certainly, it allowed me to very quickly comprehend that when
I was mapping I wasn't building solids but rather restricting and
painting the inside of volumes...and that the interaction of these
volumes was what drove things like r_speeds. None of my episode two
levels took more than three hours to vis. aguirRe once commented
favourably on my occlusion skills :) I think my musical training and
stage experience had more influence artistically. As to my favourite
'obscure' philosopher, some of the early skeptics like Clitomachus
(don't laugh) were pretty gutsy in the face of substantial opposition.
Quite inspirational!
With respect to stamina, it was really only Jack and myself
who were there for the whole thing. We'd formed a mutual trust early
on, and even if it was many months between contacts we always had some
news regarding progress. It was enough that the project was moving
forward...no matter how slowly. In amongst it there was a understanding
that side projects like hhouse, rubicondom or Dismembered Crates would
take time away from Travail, but this time was never begrudged. Rather,
it was recognised that any release by the 'team' would eventually
benefit the project. When we hit the final run with the final team in
place it was all about fluidity, each member had their specialty and
little sub teams would form to nail particular components then dissolve
after success. One key moment was the bolting together of the two
episodes via the start level, that required someone to step up and
actually do some 'management'. Another was when the thing enter quality
control, this required that everyone suddenly NOT have an ego, but with
aguirRe's caring hands in the gloves everyone just calmly handed over
their work. Brilliant! One doesn't need stamina when the 'working'
environment is this varied and trusting.
History
Baker: Travail had a booth at
Quake Expo
2005 and it was implied that the Travail project had been underway
for
quite some time (i.e. "A long list of people have come and gone.").
When was Travail started, who were the original participants and at the
time of the 2005 booth how close was Travail to completion?
Distrans: The Travail project began early in 2001, prior to
the release of 'pdbq_sp1: Recurrent Rumours'. Jack 'scragbait' Meacher
and I had been in contact during Aard's 100 brush competition and
afterwards discussed the possibility of a new Quake mission. I'd sent a
few early .BSPs through and we'd agreed on a basic premise for the
mission. This basic premise was the only thing to remain constant
through the whole development process. The premise was that Azoth (yes,
an actual part of the Lovecraftian universe) had penetrated several
dimensions, including our own, and twisted each toward an effort to
construct the ultimate minion. 'Recurrent Rumours' saw an ancient place
of worship twisted into a collection point for undead bio-matter,
'dis_sp2: Grendel's Keep' will see a proud warrior sronghold converted
into a processing plant for this same bio-matter. The whole Travail
mission (except for those very, very ancient places still resistant to
Azoth) was about two dimensions that had been subverted for the
eventual production of the perfect minion. The end of the second
episode sees Azoth's ultimate failure, as the perfect minion turns out
to be a exceedingly brutal but awesomely stupid Jugger. One supposes
Azoth preferred 'control' over deadliness...it is too bad ;)
Notice that at the end of Jack's 'hhouse.bsp' of
October 2003
one travels down a darkened corridor with the face of Azoth in the
distance.
As to the original crew, Jack and I approached some of the
people we'd met via Quake. We didn't make a post at QMap asking for
help but rather approached individuals we'd had positive contact with
during our time as level makers. Jack was at that time highly valued as
a beta tester, his name popped up in all the big releases around then
:) So, he got [Kona] and XeNoN on board, and I secured nightbringer.
Ionous got wind of the project and made himself available. Others were
approached but most seemed either committed to speed mapping or already
involved in larger scale projects. Jack was always going to produce a
small episode himself, and it would be the task of the rest of us to
get the other ep of the ground. People seemed OK about the notion of
another "hunt through time" episode, so we split things up Egyptian,
Mayan, Medieval and Future. Nightbringer had to beg off very early
after that. XeNoN
produced some awesome circular concept arenas (in
Mayan texz) but had to go and fulfill commitments to SOE before leaving
the community for a while. [Kona] gave us an almost complete (rather
disturbing) future-world, which later became Nihilore. He then
presented us with the makings of a Medieval-world, which later became
Autumn Haunting. We were just too slow for this mapping machine :) So
while he was retiring from Quake mapping with a huge portfolio of
levels and mods, we were still plodding along. Ionous left the project
only to return every now and then, his enthusiasm and good will were
always welcome. That was the initial crew, others came and went later
with little impact except of course 'necros' who gave us our first
glimpses of what a bitch the Uberscrag might be. After necros bowed out
Jack and I decided to just work as a duo until the need for coding and
testing expertise became too important to ignore, we wanted a solid set
of .bsps to encourage commitment in the final stages.
At QExpo2005, even with Preach on board, almost all the coding
changes still needed doing: we were down one mini boss and an end boss,
incorporation of the archenid, Lun's new enforcers and the
riot-controller still had to happen, the list was long and getting
longer. Add to that all the testing yet undone, plus apparently simple
things like ensuring the same teleport texture was used across all the
levels and more importantly that the same clip and trigger textures
were used. After four years we were still a long way from home, so we
used QExpo2005 as a platform for recruitment and sure enough Asaki put
his hand up, and after some time aguirRe consented to be called a
member of the team. Negke came onboard to push out a secret level for
episode two and ended up producing a two level masterpiece. The two
yeara following QExpo2005, this last 30% of the journey, contained at
least as much work as the first four or so years of the project (and
saw input by the Travail irregulars, a much loved bunch of scally
wags).
Baker: Roughly half the maps were designed
by you and roughly half designed by Scragbait, with 2 of the second
episode maps designed by neg!ke.
Could you describe the process and duration
for the design of one of the maps you invested the most time in and
describe any unforeseen obstacles that challenged the project?
Distrans: By mid 2003 it was clear to Jack and I that as far
as brush pushers were concerned, we were it. I bit the bullet and
committed to an entire episode, using [Kona]'s Autumn
Haunting as
initial inspiration. Episode two was going to have to be different
though because of the basic premise of the mission, so whereas Episode
One follows the usual order of things in as much as the tech aspects of
the universe recede in the face of Elder magic as the episode
progresses...Episode Two had to run contrary to the usual order and
finish firmly in a base of some sort. Always in the back of my mind
that year was that I wanted the player to exit the second episode
thinking, "Hey, the Strogg might have started here...maybe I just
stopped them." I had no idea how I might achieve this :(
Later in 2003 Jack released hhouse as an All Hallows gift to
the community, and signalled to me that he was still working on what
then was still tentatively called QTOO: Quake the Other Operation by,
as I pointed out earlier, having the player exit towards an image of
Azoth. So, in November 2003 Jack and I had a couple of mostly finished
levels, some unfinished .bsp sketches, ideas about how we might
proceed, and a strong friendship. On December 3rd 2003 I had my first
and most massive myocardial infarction. Thankfully the best
cardiologist in the state was, after a long lunch, on his way back to
that particular hospital where my ambulance was docking. I hit ER and
within 20 minutes my clothes had been cut away and a life saving
titanium stent had been inserted into my heart via the femoral artery
(yes, quite a journey). So with that obstacle out of the way, we
plodded on...
While I was recovering from the incident I had one of those
perfect fugue moments...inspired by the use of Oblivion textures in OUM
I sought them out and began mapping with them. Stuff just built itself.
I'd decided on a particular set of angles as a theme and away it went!
Mappers know this moment, it is blistering and brilliant, one can do no
wrong. The particular theme finds itself over and over again,
reinforced, reproduced at the largest and smallest scales. All fugues
must finish, and by the end of this one I felt sure I had that elusive
final episode 2 level cornered. I tentatively named what I'd produced
thus far 'disrythmia' in honour of the incident which allowed me to
expend production time on it. However, the level languished. Each time
I returned to it (over a period of 28 months) I walked through it
asking, "How the hell do I finish this?" and "How do I make this
relevant?" The answer came when I got close to finishing qte2m2. I
needed a reason why the undying one was guarding that particular
doorway, and of course as the transition point between the realm of
learned knights and that of Azoth's more high tech minions it MUST be
important. Thus I installed the exit to the water treatment facility,
which became a whole section of it's own sitting underneath but
connected to the existing brush work of qte2m3. Thank goodness for
World Craft's visgrouping! Eagle eyed people will notice that the
positon of the air vent and lift at the exit of qte2m2 are exactly
where they should be in relation to the same objects in the start of
qte2m3. An eye for detail or anally retentive...you decide :)
With the transition in place, all I needed to do was complete
the two loops leading away from and back to the large atrium, then put
in the place for the final showdown. This was made easier when I
decided one loop would contain the communication centre, the mine
entrance and the hanger (barred); the other the control centre,
barracks (barred) and planetary shield. Once the function of the areas
was decided on they almost made themselves. Along the way I ported the
design of the communication array over from the start level, thus
putting to bed all questions about whether that rusted base was a human
artifact or not. The end area became problematic when I began hitting
all sorts of engine (FitzQuake)
limits. I finally had to hive it off as
a separate .bsp then go through a process of simplifying, clipping and
tie to entity before I got qte2m3 under control.
I'm very fond of qte2m3, it received high praise from Vondur,
and recommend everyone play it out of sequence just once. It's quite a
different level when on starts with only the boomstick, 25 shells and
no armour. You mentioned negke and his two level mini episode. It is
unfortunate that this ep has yet to be reviewed, and I regret not
releasing the .bsp names sooner than I did. I stand by my decision to
keep it as a secret, and hope that most people got to play through it
eventually. In qte2m5 negke maps like a reincarnated [Kona] and
qte2m6...well, it's just beautifully twisted.
Travail Participants and Monsters
Baker: I am not familiar with Ionius but
according to the Travail page he was involved early on. Could you tell
us more about him and his role in Travail?
Distrans: Ionous is the heavy metal dude who (as Edgecrusher)
gave us the insanely huge blue level 'Periwinkle Paranoia' in Aard's
100 brush comp. He, Jack and I formed a testing trio during that
competition. As it turns out, Noel's heart is as big as his first level
:) His main role in Travail was to step back in unannounced every so
often and offer enthusiastic encouragement and offers of assistance
exactly when Jack and I needed him to. It didn't matter if he followed
through or not, he believed in us and the project. Guardian angels
could learn a great deal from this man.
Baker: I have always been mystified by
aguirRe. Developer of map compilers, lighting tools, engine
enhancements, patches and other talents so numerous. What was it like
working with him?
Distrans: My experience of aguirRe is all about
finesse and
subtlty. If manners do maketh the being, then aguirRe is complete. I
detected a growing enthusiasm when it became clear that we were serious
about delivering a fully tested, better than professional (no patches
required) mission. I also detected a wickedly dry sense of humour. I
don't know if AguirRe was underwhelmed by the lack of comments
regarding the project's polish but it is now harder than ever to garner
involvement :(
Baker: Could you tell us some about the
later team members? It is my understanding that Preach and neg!ke got
involved later in the project. Who was the inspiration behind Azoth?
Distrans: I'd rather have Preach and
negke speak for
themselves...they deserve as much. The concept 'Azoth' is a
Lovecraftian one, his image in several dimensions is (one of the
original Quake textures) that horned head featured in Recurrent
Rumours, the final hallway of hhouse...and which features throughout
the Travail levels in both lit and unlit forms. I'm pretty sure I can
still find the email to Jack where I outline this horned, goat legged
behemoth, that breathed fire and lobbed the tormented souls of dead
foes at threatening enemies...but once again, the idea is one thing -
execution another. Jack responded with a tale of how Azoth might store
and draw power from the warrior souls trapped by this demon. When
Preach came on board he suggested he had a proto model that might fit
the bill. After that it was pretty much he and Jack who developed the
entity, with excellent input at testing time from aguirRe, Asaki and
negke. You might be interested to know that before the 'flaming skull'
skin was incorporated the 'test' Azoth threw dead marine heads. I
actually thought it was more unnerving :)
Baker: The Uberscrag. Your idea or
Scragbait's?
Distrans: Initially mine, but very soon Jack and necros were
honing the concept. Finally, Preach gave it form, then he and Jack made
her angry. I stepped back in at the end and gave her a voice.
I had other ideas for bosses along the way, indeed the e2 end
boss was initially to be a cousin of Chthon, born of slime, glowing
green, throwing tracking slime balls and killable by ammunition...then
Vondur released 'Koohoo'. I then developed the idea of the 'Twins',
ogre torsos grafted to hover pads with one twin having an SNG for long
range and a shock rod for melee, the other a homing RL and a buzz saw,
they were to work together to always try and keep the player in
crossfire...then Quake 4 was released and early shots of Eddy started
to appear. Ces't la vie!
Enter Scragbait
Scragbait is the long-time mapper whose works include the
spooky
Halloween map "Fall
Cleaning" whose style of mapping I would describe
as involving intricate maps where the surface appearance leads to a
false sense of security and ease. A prime example is the map
"Scragbait's
Estate".
Scragbait is the author of the Travail Episode 1 maps.

Baker: The first episode of Travail was very
water-oriented: the exits, the waterfalls, the rivers, the underwater
challenges and bridges. How and when did that theme originate?
Scragbait: Somewhere in a box are some
very
rough hand
sketches that laid out the world that eventually became the first 3
maps of Travail. It was originally going to be one map but grew out of
control and I had to break it up into three maps joined without
slipgates. The influence for the first three maps was predominantly
Tronyn
followed by Unreal. What I was striving for was a sense of
journey and continuity in a bigger world then Quake usually offers.
Both Tronyn and Unreal are excellent examples of that lone connected
journey to somewhere important and dangerous. I thought the mix of rock
and water worked well and also set a pace since you couldn't just
sprint the whole thing - having to swim for some of the progression
adds to the sense of toil along with the battles. Plus, I like bridges
and they need to go over something so bring on the H2O. I've had a
thing for bridges ever since seeing a steel truss bridge as a kid so
Quake gave me a place to build bridges of my own - hence the variety in
Episode 1.
As in Scragbait's Estate, I wanted the
maps
to have a 3D feel
with winding interlaced pathways and a good sense of verticality. The
second map probably captured verticality the best while the third was
reasonably twisty. By making the player climb, swim and run on the
flats, I hopefully made Episode 1 feel like a hard fought, tortuous
journey with hopefully few boring sections. I strived for variety in
both visuals and gameplay. I wanted to promote sightseeing and
exploration as much as combat.

Baker: Travail broke from the established
formula of maps following a single theme. Whether consciously,
intentionally or by design, Travail broke from the "pack" of
historically what had been the norm of a series of similarly themed
maps and instead was a succession of very different places with little
or no transition.
Yes ... a question is coming
...
Were there maps
in progress that led to the Travail project or did the Travail project
lead to the maps?
Another way of phrasing it, did you know
there were a few
different types of maps you wanted to make and as a result this
culminated in the idea of Travail or did the idea of the Travail
project lead to thinking about different types of maps to map.
Scragbait: For Episode 1, the maps were
made for Travail and
were mostly planned in advance.
I wanted episode one to be a continuous
journey from taking
the portable slipgate entry into the underground staging facility
through to the source of evil within the Episode 1 realm. The
explanation for the maps is given in the map descriptions at the
Travail site (http://www.quakeone.com/travail/journey.html)
but from a
mapping perspective; this is how it unfolded. I wanted a mix of
medieval and technology in both an indoor and outdoor section to start
as I liked that style (in a Tronyn sort of way). What was supposed to
be one and then two maps finally ended up as three so the rivers,
valleys and small building complexes dominated Episode 1 due to the
amount of content that I happened to create to wrap things up. My
intent was to justify the first three maps as a tortuous path that
protected a gateway to a much more otherworldly realm that would make a
better lair for the Uberscrag. The Uberscrag would have felt much less
fearsome in a non-horror setting. I also wanted Episode 1 to transition
to a horror setting that reflected the scary vibe that is Quake but
with that Zerstorer blood and gore extension. The big thematic switch
felt right using a big runic slipgate that had been 'discovered' by the
hostile forces in the first 3 maps.
For the two Finale maps I made, I had
some
idea of what I
wanted for the final map but the idea for the second to last map was
sort of spawned on the fly after dabbling with the idea of some great
tower.
QTFin 2, the map before the end was more
of
a random idea that
started with me building a tall tower surrounded by a deep void. It
then seemed like a good place to introduce Azoth but not a great spot
to finish him off in - hence his flight before death. The Azoth
interactions in the last two maps were also worked out with Preach who
brought in his own ideas for enemy AI and the awesome death sequence. I
did make adjustments to the maps to work with Azoth's functions. The
story in the link above was written after the map was made to explain
what would otherwise seem like a loss of thematic consistency. The
final map with the underground crypts was actually derived from a plan
made with distrans early on to have a sequence of releasing trapped
souls (Khats) from containers as a precursor to Azoth's rising. While I
didn't follow the original plan precisely (and there never was a
precise plan) I went for the zombie gibbing as a method of soul
releasing before the player is able to bait Azoth back. The return to
the tower closes the loop and the end text once again explains what
went on. I do admit that I lack creativity in complex mechanisms or use
of progs features to make a gameplay sequence more sophisticated - as
such, the last map underwhelms until you duke it out with the big guy.
The zom gibbing and blood dip are really too simple.
The first 3 maps and the last in Episode
1
of Travail were the
longest and hardest to build because I didn't want to repeat geometry
patterns across the broad level. This made construction very slow. I
wanted the player to always wonder what things would look like around
the next corner thus the high level of variance in both texturing and
construction and layout, For map 4 in Episode 1 and the last two maps
of the finale, I resorted to more patterning and reuse of features to
complete the build more quickly. That said, I still strived to throw in
details or complementary sections of non-repetitive brushwork such as
the plank walk in QTFin2 or the hanging steel plates in Map 4 Episode 1
to make it still seem adequately organic.
Baker: Now to Episode 2. Episode 2 was quite
the journey and appeared to pay homage and have references to other
maps and authors. Could you tell us about some of these?
Distrans: The skill selection section of 'start' was always
going to be an homage to Vondur
& ZedII, but following my momentary
lapse of heart beat I was keen to make Travail not only a high quality
Quake experience but also a celebration of all things Quake - that
which had given me so much joy. The episode selection section of
'start' contains an obvious reference to Quernel's 'rfactory' (the
moving crates), which in turn is a reference to a particular Quake 2
level :) The blood below and bloody sky above are a reference to Zer as
is the inclusion of the Riot
Controller in e2. To access nightmare
level one has to free and kill a shambler (an obvious reference to one
of the great Quake personalities & sites) and by the way, to access
nightmare you had to demonstrate that you had the skills required to
complete the mission at that level...I always thought that was a novel
way of setting things up but, meh! On the way to the nightmare portal
you side step DooM3 runes pushing their way through the rock and
eventually face a red skull teleport that instantly evokes another
Quake driven game. The whole of qte2m1 is dedicated to Asurfael from
the early days of QMap and #tf and, as such, all those diehard players
and enthusiasts whom for however long got/get caught up in the game and
by doing do make it greater. qte2m2 contains part of a CZG scrap map, a
rebuild of DM2 (yay, American McGee), a rebuild of part of Q3TA House
of Decay, and a scrap of my own from a Knave themed Turtle Mapping
project left incomplete by Speedy...this way I got to include
references to some of my favourite level designers. Kell gets a
reference in as much as I included a DM demo as demo1.dem, which he did
(on DM2) as part of Contract
Revoked. The choice of the Unreal rock
texture and variants, predominant in e2, is no chance thing. qte2m3
evokes Q2, pingu, RPG, all things John
Fitzgibbons, and Lunaran
of
course. The oppressive, monolithic and almost sterile qte2m4 is another
tribute to Q2, but also the AOP team
(which contained a very young
Fingers). The caged Shamblers are self reflexive, ooh err Travail is so
postmodern! qtfin1 is a coagula map, thus ELEK
gets a level wide
reference but also a specific one for himself and his favourite pet in
the level's Easter
Egg. Please go and play Tim's work if you
have not
done so already, replay it if you have already experienced it. qtfin1
also has two sideways references; one to blackpope and one to
scampie...but no-one will be able to work them out so they are
potentially useless. I'm surprised about two things regarding the
response to qtfin1. The first was that it did not "fit" somehow...well,
der - it's a way station on the edge of the known space/time continuum.
One should not expect it to look anything like the departure point or
the destination. The second was that along with
necros' 'The
Emptiness Without' it is excellent example of a
compartmentalised space map that does not detract from the feeling of
a cohesive open whole, and I thought this might elicit some
discussion. But, I guess it was all said after necros gave us that
awesome level.
[ post-interview addendum by Distrans: forgot to mention that
the names of the episodes and all the levels are in bastard Spanish as
an homage to the Spanish Weirds.]
Curves
Baker: Every project worth doing encounters
problems. What was the greatest setback during making Travail? Were any
maps abandoned or ideas cut? Issues with things not working with
certain Quake clients?
Distrans: In terms of the mapping and modding, the greatest
setback per se was always present. No single thing as such, except
perhaps it was...to just keep going however slowly or intermitantly. If
I'd been working in a vacuum, without that ever pleasant stalwart Jack
Meacher standing by my virtual shoulder I probably would've tossed it
in at several points. I really hope to be able shout him cold bevvy one
day soon.
XeNoN abandoned a map when he left, but made sure we had the .map and
.bsp file of what had been finished. Ionous abandoned a couple of
attempts, but as I've said, he was crucial in other aspects :) Other
than that, there were none abandoned on my part. Some ideas were cut,
and I've already mentioned those I believe (e.g. the bosses).
As to clients, Fitz was always the target. Of course if it
worked in that then bjp wouldn't be a problem, but we wouldn't be
making changes to suit differing lighting tech etc. Bengt's engine is a
superb mappers tool, but Fitz brings me back home every time I fire it
up. We were strongly encouraged by negke to get the thing running under
DP, and Lord Havoc did make some changes to the engine so the mission
was playable (thanks again). However, at the back end DP does some
things very differently to either Fitz or gl, and to fix some of the
problems caused by this would require rebuilding some sections in Jacks
levels. With compile times running into the incredible, we decided to
go with what we had. It is still playable in DP, even if some of the
enemy stalk the void ;)
Scragbait: That's a great question and
Travail was fraught
with challenges. distrans may be the better one to explain how the
project was originally envisioned (from a set of planned maps for the
project called QTOO (Quake, The Other Operation) at the time to the
loss of mappers to the rescaling of the project to it's renewal as
Travail with a much smaller team to it's expansion with coders and
modelers to it's final form that hit the community.) Travail was a
great success and exceeded our initial vision but it challenged us all
the way.
Travail took over 4 years to make with
me
being an ultra slow
mapper and bashing just about every engine limit I could with the size
and complexity of my maps. Our objective was to have Travail compatible
with FitzQuake and aguirRe's
enhanced GLQuake as a baseline. Not
surprisingly, aguirRe's GLQuake was a life saver in finding what was
wrong so that maps could be fixed to run in FitzQuake. On Map 2,
Episode 1, I hit the maximum number of displayable surfaces so if
something needed to get added, something else had to go. In Map 4,
Episode 1, I exceeded the maximum number of clipnodes so the player
would fall through sections of the map. I had to add in a bunch of clip
brushes to block non-player movement space and get the number of
clipnodes down just enough to make it work - barely at that. But for
me, the worst problem was level 4 vising. Excluding the last map of
Episode 1, the maps took weeks to compile and my favorite, Map 4, took
over 700 hours to vis if I remember correctly. The not-so-great
elevator 'teleports' were needed to separate the two large areas of map
4 since tortuous-path vis blocking techniques would not have sufficed
to control the rendering overhead in that map. The project was actually
delayed because of vis times.for Episode 1 maps. Let's just say that
looking through the maps after vising was a nail biter as I truly
wanted changes and fixes to require -onlyents only. Quite stressful
actually. The waits were brutal and my machine ran day and night.
As mentioned in the credits, aguirRe
saved
my map asses so
many times with his technical knowledge and advice. I never would have
made Episode 1 without his help and the support and encouragement of
distrans and my own ridiculous level of stubbornness and determination
that my work would not rot on my hard disk - it was meant to be freed
upon the Quake loving masses whether they liked my work or not. Travail
got through it's problems because of team skill and chemistry rather
then lone heroes. Near the end of Travail, there was a push to make
fixes to deal with problems exclusive to the DarkPlaces engine.
I fixed
some things but didn't fix other things as I was pretty much spent by
then and the DP issues resulted in a few bad artifacts but didn't stop
my maps from working well enough to get through. I was grumpy and felt
that these issues were DP bugs rather then me doing faulty entity
placement. The lessons learned from Episode 1 were used to keep my
Finale maps under control and they had long but manageable vis times.
They required debugging to work with Azoth but that never became too
troublesome. I never threw away any real meaty maps or map chunks but I
did throw away some sections that weren't going anywhere or were
unappealing. These throw aways were in early enough stages that I was
okay cutting them out.

The End
Scragbait: I hope that covers it. Thanks
a
lot for your
interest.
Baker: It does! Thank you for taking the
time to answer these questions.
The Travail homepage is at http://www.quakeone.com/travail
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