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interviews:lunaran [2011/04/15 18:18]
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interviews:lunaran [2012/11/12 09:47] (current)
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 ======An Interview with Lunaran====== ======An Interview with Lunaran======
-  * Search for [[http://​www.quaddicted.com/​reviews/?​filtered=lunaran|Lunaran'​s Singleplayer maps]] at [[http://​www.quaddicted.com/​|Quaddicted.com]]. 
  
-{{ http://​www.quaddicted.com/​interviews/lunaran_lunsp1.jpg?​nocache ​}}+{{ :interviews:lunaran_lunsp1.jpg}}
  
-**Could you briefly introduce yourself (age, location...) and tell us since when you are active in the Q1 community?**+  ​Search for [[http://​www.quaddicted.com/​reviews/?​filtered=lunaran|Lunaran'​s Singleplayer maps]] at Quaddicted. 
 +\\  
 +<span interview-question>​Could you briefly introduce yourself (age, location...) and tell us since when you are active in the Q1 community?</​span>​
  
-I am Matt Breit, 24, currently in Madison, Wisconsin, US.  My silly childish Quake handle is "​Lunaran,"​ and it's been stuck that way since before I started publically releasing Q2 maps ten years ago. +<span interview-answer>​I am Matt Breit, 24, currently in Madison, Wisconsin, US.  My silly childish Quake handle is "​Lunaran,"​ and it's been stuck that way since before I started publically releasing Q2 maps ten years ago.</​span>​
  
-**How did you get involved in the community?**+<span interview-question>​How did you get involved in the community?</​span>​
  
-Back then I regularly hit sites of guys like ztn (especially him - the architecture in his q2 maps made me realize that the bar could be as high as I could push it) and one day curiously followed the wierd "​QBoard"​ link they all had on their sidebars, and discovered that all these designers I thought were so awesome all hung out in one place. ​ I managed to not seem like a laughable noob in front of them long enough to be accepted (or to release a good map, whichever came first).+<span interview-answer>​Back then I regularly hit sites of guys like ztn (especially him - the architecture in his q2 maps made me realize that the bar could be as high as I could push it) and one day curiously followed the wierd "​QBoard"​ link they all had on their sidebars, and discovered that all these designers I thought were so awesome all hung out in one place. ​ I managed to not seem like a laughable noob in front of them long enough to be accepted (or to release a good map, whichever came first).</​span>​
  
-**What Q1 contributions are you best-known for? Which of your works is your personal favorite?**+<span interview-question>​What Q1 contributions are you best-known for? Which of your works is your personal favorite?</​span>​
  
-My only two Q1 contributions are [[http://​www.quaddicted.com/​reviews/​lunsp1.html|LunSP1,​ "​Concentric Devastation"​]],​ and as of only a few weeks ago [[http://​www.lunaran.com/​page.php?​id=197|LunDM1,​ "​Orange Whip"​]]. ​ People seemed to like both, but LunSP1 is no zerstorer and LunDM1 is no aerowalk. ​ LunDM1 is only my favorite in that the Q3 map it derives from is my favorite, which only leaves me with one map, which isn't much of a contest I suppose.+<span interview-answer>​My only two Q1 contributions are [[http://​www.quaddicted.com/​reviews/​lunsp1.html|LunSP1,​ "​Concentric Devastation"​]],​ and as of only a few weeks ago [[http://​www.lunaran.com/​page.php?​id=197|LunDM1,​ "​Orange Whip"​]]. ​ People seemed to like both, but LunSP1 is no zerstorer and LunDM1 is no aerowalk. ​ LunDM1 is only my favorite in that the Q3 map it derives from is my favorite, which only leaves me with one map, which isn't much of a contest I suppose.</​span>​
  
-**What was your very own motivation to work for Quake?**+<span interview-question>​What was your very own motivation to work for Quake?</​span>​
  
-It came after mapping for Doom, which came after Legos. ​ I've never not built stuff.+<span interview-answer>​It came after mapping for Doom, which came after Legos. ​ I've never not built stuff.</​span>​
  
-**Do you have a website/​links where we could check out your stuff?**+<span interview-question>​Do you have a website/​links where we could check out your stuff?</​span>​
  
-http://​www.lunaran.com/​ has it all in amazing Technicolor.+<span interview-answer>​http://​www.lunaran.com/​ has it all in amazing Technicolor.</​span>​
  
-**What are your best memories about this community?**+<span interview-question>​What are your best memories about this community?</​span>​
  
-The salmon text and cyan links of the QBoard. ​ Jeff Yost calling nailguns "​Chicago Typewriters." ​ Planetquake when it was turquoise and purple and had a starry background and content worth reading. ​ Playing [[http://​www.quaddicted.com/​reviews/​czg07.html|czg07]] with the eleventh track of Rebellion'​s Aliens vs Predator soundtrack looping and never being so immersed and thrilled by an age-old forgotten game in my life.  ELEK spamming about chives in every thread of QMap to try and "​lighten the mood." ​ Daily #​terrafusion shenanigans and discussions,​ before bal <​strikeout>​sold out</​strikeout>​ gave up ownership and all the cool people left.+<span interview-answer>​The salmon text and cyan links of the QBoard. ​ Jeff Yost calling nailguns "​Chicago Typewriters." ​ Planetquake when it was turquoise and purple and had a starry background and content worth reading. ​ Playing [[http://​www.quaddicted.com/​reviews/​czg07.html|czg07]] with the eleventh track of Rebellion'​s Aliens vs Predator soundtrack looping and never being so immersed and thrilled by an age-old forgotten game in my life.  ELEK spamming about chives in every thread of QMap to try and "​lighten the mood." ​ Daily #​terrafusion shenanigans and discussions,​ before bal <​strikeout>​sold out</​strikeout>​ gave up ownership and all the cool people left.</​span>​
  
-**Are you regularly playing Quake? Are you trying out mods, maps and engines?**+<span interview-question>​Are you regularly playing Quake? Are you trying out mods, maps and engines?</​span>​
  
-I don't really follow any multiplayer,​ but I sample nearly all the Q1SPs that come out.  However, my heart belongs to [[http://​www.celephais.net/​fitzquake/​|Fitzquake]]. ​ I even play it with filtering set to NEAREST so it even looks texellated like software. ​ (albeit at 1920x1200 ... )+<span interview-answer>​I don't really follow any multiplayer,​ but I sample nearly all the Q1SPs that come out.  However, my heart belongs to [[http://​www.celephais.net/​fitzquake/​|Fitzquake]]. ​ I even play it with filtering set to NEAREST so it even looks texellated like software. ​ (albeit at 1920x1200 ... )</​span>​
  
-**Have there been other games you have been playing a lot?**+<span interview-question>​Have there been other games you have been playing a lot?</​span>​
  
-Team Fortress 2 qualifies as 'a lot' (now IS, in fact, coward killing time). Recent faves include the rest of the Orange Box, Indigo Prophecy, Trackmania Nations, and Company of Heroes.+<span interview-answer>​Team Fortress 2 qualifies as 'a lot' (now IS, in fact, coward killing time). Recent faves include the rest of the Orange Box, Indigo Prophecy, Trackmania Nations, and Company of Heroes.</​span>​
  
-**How would you describe the Q1 community right now? Is there any contribution that really impressed you in the last couple of years?**+<span interview-question>​How would you describe the Q1 community right now? Is there any contribution that really impressed you in the last couple of years?</​span>​
  
-I'd describe it as dedicated but fragmented. ​ I don't see a lot of overlap between the QWers and single player fans, and everyone'​s got their engine of choice, and there isn't really any kind of central gathering place where everyone interacts. ​ We're in pods.+<span interview-answer>​I'd describe it as dedicated but fragmented. ​ I don't see a lot of overlap between the QWers and single player fans, and everyone'​s got their engine of choice, and there isn't really any kind of central gathering place where everyone interacts. ​ We're in pods.
  
-I've been impressed recently with the amount of experimentation in Q1SP.  The releases are fewer, but each one sets itself apart from the rest in a way that's both surprising, but still feels like Quake. ​ We've built ourself quite an interesting little expanded shubby universe over the years. ​ Capturing both that sense of surprise and experimentation,​ and the atmosphere and feeling of the Quake universe, is one of my top goals for LunSP2.+I've been impressed recently with the amount of experimentation in Q1SP.  The releases are fewer, but each one sets itself apart from the rest in a way that's both surprising, but still feels like Quake. ​ We've built ourself quite an interesting little expanded shubby universe over the years. ​ Capturing both that sense of surprise and experimentation,​ and the atmosphere and feeling of the Quake universe, is one of my top goals for LunSP2.</​span>​
  
-**How do you picture the future of the community? Do you (objectively) think that people will still be modding/​mapping for it in, say, 10 years from now?**+<span interview-question>​How do you picture the future of the community? Do you (objectively) think that people will still be modding/​mapping for it in, say, 10 years from now?</​span>​
  
-I'm sure there will be.  I hope more people realize that making stuff for an "old ugly game" can be ten times more fun than grinding on a map for a dull, next-gen title. ​ The 8-bit indie-fun game design crowd is growing quite a lot, and seeing a lot of neat creations - maybe before not too long, 8-bit 3D shooters will be cool again too.  And then we can say we liked Quake when it was underground.+<span interview-answer>​I'm sure there will be.  I hope more people realize that making stuff for an "old ugly game" can be ten times more fun than grinding on a map for a dull, next-gen title. ​ The 8-bit indie-fun game design crowd is growing quite a lot, and seeing a lot of neat creations - maybe before not too long, 8-bit 3D shooters will be cool again too.  And then we can say we liked Quake when it was underground.</​span>​
  
-**Your #1 secret special ingredient to a good map (imagine a newbie asking for your advice)?**+<span interview-question>​Your #1 secret special ingredient to a good map (imagine a newbie asking for your advice)?</​span>​
  
-Don't forget to study successful maps, and derive high concepts and good habits from them, but don't forget to just improvise and feel stuff out.  Make sure you have a good handle on the quality "​right"​ ways to do things, because a lot of mappers have iterated for years to figure them out, and don't decide you know which rules to break until you've followed them all for a while. ​ It's the difference between wise-assery and genius.+<span interview-answer>​Don't forget to study successful maps, and derive high concepts and good habits from them, but don't forget to just improvise and feel stuff out.  Make sure you have a good handle on the quality "​right"​ ways to do things, because a lot of mappers have iterated for years to figure them out, and don't decide you know which rules to break until you've followed them all for a while. ​ It's the difference between wise-assery and genius.</​span>​
  
-**What is the question you would have like to be asked (but weren'​t),​ how would you have answered it and how pissed are you for me not thinking about it?** +<span interview-question>​What is the question you would have like to be asked (but weren'​t),​ how would you have answered it and how pissed are you for me not thinking about it?</​span>​
- +
-Your last question should be "​Complete the sentence: I like my women like I like my quake engine source ports ... " +
- +
-( ... "​modern but faithful."​ :) )+
  
 +<span interview-answer>​Your last question should be "​Complete the sentence: I like my women like I like my quake engine source ports ... "​\\ ​
 +\\ 
 +( ... "​modern but faithful."​ :) )</​span>​