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interviews:sleepwalkr [2011/04/15 18:17] – external edit 127.0.0.1 | interviews:sleepwalkr [2012/11/11 19:41] (current) – onetruepurple |
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======An Interview with SleepwalkR====== | ======An Interview with SleepwalkR====== |
* [[http://mpqarchive.pauked.com/index.php?id=showrevsearch&view=save&author=sleepwalkr|SleepwalkR's Multiplayer maps]] at the [[http://mpqarchive.pauked.com/|Multiplayer Quake Archive]]. | |
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{{ http://www.quaddicted.com/interviews/sleepwalkr_rtz.jpg?nocache }} | {{ :interviews:sleepwalkr_rtz.jpg}} |
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**Could you briefly introduce yourself (age, location...) and tell us since when you are active in the Q1 community?** | * [[http://mpqarchive.pauked.com/index.php?id=showrevsearch&view=save&author=sleepwalkr|SleepwalkR's Multiplayer maps]] at the [[http://mpqarchive.pauked.com/|Multiplayer Quake Archive]]. |
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My name is Kristian Duske, I'm 30 years old and live in Berlin, Germany. I was most active in the community between the years of 1998 and 2000 when I released my latest map, Return to Zero. However in the recent months I have been working on the SDL port of the Fitzquake engine and I have even installed a map editor ;-). | <span interview-question>Could you briefly introduce yourself (age, location...) and tell us since when you are active in the Q1 community?</span> |
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**How did you get involved in the community?** | <span interview-answer>My name is Kristian Duske, I'm 30 years old and live in Berlin, Germany. I was most active in the community between the years of 1998 and 2000 when I released my latest map, Return to Zero. However in the recent months I have been working on the SDL port of the Fitzquake engine and I have even installed a map editor %%;-)%%.</span> |
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I did some mapping for Doom way back in '94 or so and discovered Quake 2 online play in 1998 when I finally got internet access. I downloaded a lot of maps and sort of fell in love with the designs, so naturally I wanted to make some myself. I discovered Worldcraft and later on, QERadiant. During those days I also followed all the mapper websites (today they would be called blogs I guess), and finally in 98 or 99 headshot opened the QBoard, which I have been following in all it's various incarnations since day one. | <span interview-question>How did you get involved in the community?</span> |
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**What Q1 contributions are you best-known for? Which of your works is your personal favorite?** | <span interview-answer>I did some mapping for Doom way back in '94 or so and discovered Quake 2 online play in 1998 when I finally got internet access. I downloaded a lot of maps and sort of fell in love with the designs, so naturally I wanted to make some myself. I discovered Worldcraft and later on, QERadiant. During those days I also followed all the mapper websites (today they would be called blogs I guess), and finally in 98 or 99 headshot opened the QBoard, which I have been following in all it's various incarnations since day one.</span> |
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I have only made one map for Quake 1, Return to Zero, which is also my favorite work of mine. I also think some people appreciate the ability to use Fitzquake on platforms other than Windows. | <span interview-question>What Q1 contributions are you best-known for? Which of your works is your personal favorite?</span> |
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**What was your initial motivation to work for Quake?** | <span interview-answer>I have only made one map for Quake 1, Return to Zero, which is also my favorite work of mine. I also think some people appreciate the ability to use Fitzquake on platforms other than Windows.</span> |
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I loved the look and feel of Quake and I wanted to see if I can make some interesting designs myself. I have to admit that I was always more interested in visuals and atmosphere than in gameplay, which shows in my Quake 2 maps. When I made Return to Zero, I had a great deal of help from headshot in designing the gameplay, which is why that map is so much more interesting to play. | <span interview-question>What was your initial motivation to work for Quake?</span> |
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**Do you have a website/links where we could check out your stuff?** | <span interview-answer>I loved the look and feel of Quake and I wanted to see if I can make some interesting designs myself. I have to admit that I was always more interested in visuals and atmosphere than in gameplay, which shows in my Quake 2 maps. When I made Return to Zero, I had a great deal of help from headshot in designing the gameplay, which is why that map is so much more interesting to play.</span> |
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No, unfortunately I don't. But all my maps float around the net somewhere. You can however check out Fitzquake SDL here: http://www.kristianduske.com/fitzquake | <span interview-question>Do you have a website/links where we could check out your stuff?</span> |
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**What are your best memories about this community?** | <span interview-answer>No, unfortunately I don't. But all my maps float around the net somewhere. You can however check out Fitzquake SDL here: http://www.kristianduske.com/fitzquake</span> |
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Interesting discussions on IRC/QBoard and meeting some of the people in real life, which has lead to great friendships. | <span interview-question>What are your best memories about this community?</span> |
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**Are you regularly playing Quake? Are you trying out mods, maps and engines?** | <span interview-answer>Interesting discussions on IRC/QBoard and meeting some of the people in real life, which has lead to great friendships.</span> |
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Yes, I try to play all the SP releases but frankly I sometimes forget about them or can't run them on my Mac because they require some more advanced engine. | <span interview-question>Are you regularly playing Quake? Are you trying out mods, maps and engines?</span> |
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**Have there been other games you have been playing a lot?** | <span interview-answer>Yes, I try to play all the SP releases but frankly I sometimes forget about them or can't run them on my Mac because they require some more advanced engine.</span> |
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I only play Quake, Quake 2 (online DM with friends), HL2 and Portal. I'm not that interested in gaming anymore. | <span interview-question>Have there been other games you have been playing a lot?</span> |
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**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-answer>I only play Quake, Quake 2 (online DM with friends), HL2 and Portal. I'm not that interested in gaming anymore.</span> |
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Two words: Marcher Fortress. This is by far the most impressing release to me because it pushed all boundaries, while still running pretty smoothly. I thought that was a terrific effort on Kinn's part, and I still have trouble believing it when I see it. I used that map as a benchmark when I ported Fitzquake to SDL. I thought that if it runs Marcher, it will run anything :-). | <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> |
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**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-answer>Two words: Marcher Fortress. This is by far the most impressing release to me because it pushed all boundaries, while still running pretty smoothly. I thought that was a terrific effort on Kinn's part, and I still have trouble believing it when I see it. I used that map as a benchmark when I ported Fitzquake to SDL. I thought that if it runs Marcher, it will run anything %%:-)%%.</span> |
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I honestly can't tell. There seems to be a constant influx of new talent, and people keep making terrific releases by pushing the technical limits. Personally, I would rather like to see new gameplay twists. I think there's still much more that you can do with Quake 1 SP gameplay-wise (esp. with mods like Quoth), and I'd be interested in seeing what can be done in that department rather than in the technical department. For example, I have yet to see a real coop map that can only be finished with several players cooperating. | <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> |
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**Your #1 secret special ingredient to a good map (imagine a newbie asking for your advice)?** | <span interview-answer>I honestly can't tell. There seems to be a constant influx of new talent, and people keep making terrific releases by pushing the technical limits. Personally, I would rather like to see new gameplay twists. I think there's still much more that you can do with Quake 1 SP gameplay-wise (esp. with mods like Quoth), and I'd be interested in seeing what can be done in that department rather than in the technical department. For example, I have yet to see a real coop map that can only be finished with several players cooperating.</span> |
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Think about the gameplay first, then about looks and atmosphere and lighting. This is what I always did wrong, and wished I had understood earlier. Gameplay is what will bring people back to your map. If it looks great but plays badly, they will not play again. | <span interview-question>Your #1 secret special ingredient to a good map (imagine a newbie asking for your advice)?</span> |
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**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-answer>Think about the gameplay first, then about looks and atmosphere and lighting. This is what I always did wrong, and wished I had understood earlier. Gameplay is what will bring people back to your map. If it looks great but plays badly, they will not play again.</span> |
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This sucks. I can't think of anything funny. My wit is depleted :-). | <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> |
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| <span interview-answer>This sucks. I can't think of anything funny. My wit is depleted %%:-)%%.</span> |