Level Author of  "First Strike" for Quake2. And   "Hard Target 2", "Royal Warriors",  "Armour of God" for Quake1, as well as numerous levels for such games as Doom 2, Hexen, Heretic and Duke Nukem 3D. 

 
 
Real Life I'm nearly 24 and from all over the place, but mostly Boston, MA.  I'll always be a true New Englander, for better or worse.  I most recently moved back home from Santa Fe, NM, where I went to college at the aptly named College of Santa Fe.  It's known as a film school, though I graduated with degrees in English Lit. and Creative Writing. Recently I've been graced with admission into the awesome MFA Program For Writers at Warren Wilson College in North Carolina-one of the best post-graduate writing programs in the US:  I was amazed a flunky like me got in.  All of this is just until I can get a job doing game design, of course. ;-)

As some know, I've released only one map, though I've been doing the map-
authoring thing since doom.  I have 3 or 4 Quake Classic maps that aren't quite done.  I hadn't enough time in the past to really finish any maps, and "What the End is For" is my debut.  It was very well received:  I've gotten, to date, 71 overwhelmingly positive emails, I won the LevelX competition with it--which involves a trip to Long Beach California and a $1400 mega pass to CGDC (I can't go, unfortunately), and "WTEIF" is still #1 at Lt. Dan's after 35 votes (as I'm writing this, anyway).  I couldn't be more thrilled about it, and I can't thank the Quake 2 community enough for being so kind and supportive, especially of a name they haven't seen before.  It's a decent map, though I hope to do better in the future.

 F i r s t   S t r i k e

Thats a tough one. Many things inspire me from watching old Godzilla flics (dont ask how) to watching a ton of animation (american and japanese) to keeping an eye on the local architecture. But nothing ends up like how it was envisioned in the first place. My goal is to make a playable level(s), while keeping the added detail brushes to a minimum. Now I am going for bigger more detailed stuff, while keeping the playability supreme. 

I really do not play other authors stuff. A few authors that I have known of for a while I would check out. They include Matt Sefton, Ed Cope, YooShin Yang and a few others. 

Quake III really enjoyed the surrealness of Quake, but totally dig the 'doomness' of Quake 2. I only created one Quake 2 level so far, but had a ball with its new entities. My current level will exploit some of the other aspects of the Quake 2 engine.

 
Carson Utz takes a look at his completed level, "What The End Is For"
 
 I made my old Quake levels with an old editor called WAX. Very primitive editor it was. But I managed to hack out Royal Warriors on it and people liked it. When Worldcraft became stable enough to work on, I used it for my SM Level Pack and Hard Target 2. While waiting for Worldcraft to upgrade to Quake 2, a friend suggested QERadiant. It is with QERadiant I made my first Quake 2 level First Strike. I entered First Strike in the QERad contest and won a cool graphic accelerator card. I created all of my levels on a P60 with 32MB ram. Yes, dark ages. I am in the process of upgrading to a Pentium 2 233MHZ and should be up and running a little more close to the technology curve.  

My free time was spent waiting for QBSP, VIS and LIGHT to run!!! While it is doing its magic I watch old Godzilla flics, Ultraman, Hong Kong action flics, Old samurai films (zatoichi, lone wolf and cub) and a ton of Japanese anime. Oh, I was an associate Kung Fu instructor here in San Francisco. Hung Ga is the style. 

I cruise the Quake news sites and not much else... 

I am currently working on another Quake 2 level. Bigger rooms, bigger level. Not much there yet, but one is in the works. I cannot wait to exploit my new system. 

Time for a slushi!!! Thanks for reading!!!  

~Scott McNutt - April 8, 1998 
 

 
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