An Interview with MadFox


Could you briefly introduce yourself (age, location…) and tell us since when you are active in the Q1 community?

I'm a 54 years old graphic designer from Holland, who, after reveiling its first fear for Quake's roughly nature, started mapping for the lust of playing with environnements and lightshades. When this pleasure slowly encountered the limits of obsession I thought it a good job to bundle these progressions to a map pak that could suggest an AddOn Pak. I'm active in the Q1 community since 2 februari 2003.

How did you get involved in the community?

I got involved while submitting "GraveyTrail" to the web, which was stricked by Underworldfan. He attended me of the FuncMsgBoard.

What Q1 contributions are you best-known for? Which of your works is your personal favorite?

GruntGrenadin and PhantomPholly. From the pak Abandon: Cicade-Crumb-GraveyTrail.

What was your very own motivation to work for Quake?

As I wrote: the lust of playing with environnements and lightshades, as the rather simple way quake had turned coding to a straight concept.

Do you have a website/links where we could check out your stuff?

What are your best memories about this community?

Some people could give me advice I would have searched for years if they weren't there.

Are you regularly playing Quake? Are you trying out mods, maps and engines?

I'm still recompiling the Abandon mod to makeit a tight one, more story, better finished maps, etc. Reason why I don't have much time is that I also have a job to conduit. Maps like GruntGrenadin and PhantomPholly had me going on for nine months each, day in day out. I think that's too much asked for such a silly game, but I had only one goal: Making a map that would reach Quake standards for ever.

Have there been other games you have been playing a lot?

Unreal - Abe's World - Doom123 - DukeNukem3D - CommandConcerer - AdventurePinball

How would you describe the Q1 community right now? Is there any contribution that really impressed you in the last couple of years?

From the beginning I was impressed by the rough methodes people treated eachother. Maybe it's my language, maybe it is just the way a forum works. Soon I learned it wasn't the price of comitment I had to search there, 27 answers on a map for 9 months would only depress me. So I went back to the moment of my contribution: I like it, guess who. Also the feeling of making a good mod with other people, and seeing it stranded because all of that particular nonsense. Work like Quoth I appreciate, but then again… keep Quake as it was, not that quasi super engined Quake2 form. Travail I know is good, but I still haven't got the time to play it.

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?

I started mapping with Tread I had to buy, I had no internet, I was doing it for my own pleasure. Seeing people doing also gives me a thrill. But I won't give certanties others will do so after 10 years.

Your #1 secret special ingredient to a good map (imagine a newbie asking for your advice)?

Last map I made had everything I learned on the board, no mislignments, no homs, good monsterplacements… and it was dead. Do you know what I mean? The only special ingredient you need is : do what you like, and never get concerned about how it ought to be.

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?

Why don't you ask just one question the same time?