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interviews:sleepwalkr [2011/04/15 18:17] – external edit 127.0.0.1interviews: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]]. 
  
-{{ http://www.quaddicted.com/interviews/sleepwalkr_rtz.jpg?nocache }}+{{ :interviews:sleepwalkr_rtz.jpg}}
  
-**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]]. 
- +\\  
-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>
  
-**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>
  
-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>
  
-**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>
  
-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>
  
-**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>
  
-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>
  
-**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 great deal of help from headshot in designing the gameplay, which is why that map is so much more interesting to play.</span>
  
-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>
  
-**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>
  
-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>
  
-**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>
  
-YesI 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 modsmaps and engines?</span>
  
-**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>
  
-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>
  
-**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>
  
-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>
  
-**How do you picture the future of the community? Do you (objectively) think that people will still be modding/mapping for it insay, 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 Marcherit will run anything %%:-)%%.</span>
  
-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'be interested in seeing what can be done in that department rather than in the technical department. For exampleI 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 (objectivelythink that people will still be modding/mapping for it in, say, 10 years from now?</span>
  
-**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 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>
  
-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>
  
-**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 badlythey will not play again.</span>
  
-This sucks. I can'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>
  
 +<span interview-answer>This sucks. I can't think of anything funny. My wit is depleted %%:-)%%.</span>