Level Author of the Quake2 levels "The Azure Mine", "The Bloodshrine" and "Abandon All Hope". James' levels have been very popular. This month he has two levels in the Top Ten list including the #1 spot for "The Azure Mine". |
James Parkman, 22 years
of age, former computer science major at Sam Houston State in Huntsville,
TX, now recently hired Level Designer recently hired Level Designer (They
don't want me to reveal the company name until they issue the press release
themselves :) I grew up in New York, the White Plains area. I've lived
in Texas for about 8 years now, and I'm married to a lovely lady, Felicia.
We share our house with numerous strange creatures, including a Coatimundi
(south american relative to the racoon), 2 rainbow boas, 3 bearded dragons
(one of them is laying eggs as I write this :), a blue-tongued skink, a
frilled lizard, and a cat. We're in the process of moving, as I start my
new gig in May.
Technically, I think "Abandon all Hope" is the cleanest map I've done, but I'd have to go with "The BloodShrine" in the creativity department.
I'm
inspired by all sorts of sci-fi and fantasy literature, RPG's (pen &
paper), movies like Alien,
Blade Runner,
Hellraiser. I like sci-fi with an edge...I've
never been much of a Star Wars/Star
Trek fan... I suppose that's one of Quake's
appeals for me :) When creating a level, I like to bring the player in
and out of "wow" areas, large rooms with striking architecture... I try
to connect these hotspots with dark, cramped corridors where you're always
looking over your shoulder. I try not to confuse the player by creating
mazes
Tim Willits' texturing is awesome... it's a constant inspiration to me. Episode II of Quake1 is my favorite from either game, although I shamefully admit I don't know who created the levels ;) Amateur designers: Matt Sefton's maps flow VERY well... some of the best gameplay around. Ed Cope's plots are great... some of the only maps where I actually care about the story. 2 Q2 maps are permanent fixtures on my drive: Scott McNutt's "First Strike" and Greg Barr's "Incarceration". These maps are very clean and well designed, and I can't recall a single point in either where I said "that doesn't feel right". Quake
II is a much better SP game than Q1, but I must admit, the storyline is
a little bland. Quake 1 gets criticised alot for it's inconsistencies,
but I really liked the strange transitions from base style to medieval
maps. The game had a certain Lovecraftian feel that I respect.
|
I use a p200, 64mb sdram, and a permedia2 8mb graphics board. If you're really interested in mapping, I wholeheartedly suggest you look into the permedia board... it's an amazing speed boost, and you'd be surprised how much cleaner your editing becomes. Oh, and I use QERadiant for the editing itself. Well,
now that I've been offered jobs as a designer, what was once my major hobby
has overnight turned into my career ;) But other than editing (which I
honestly do an average of 8 hours a day or so), I'm into Tomb
Raider II at the moment, and I read alot (currently
Carl Sagan has
my attention).
A couple of times a day, in no particular order: Blue's, Lt. Dan's, Talon's Strike, SPQ2 Level Heaven, Quake2.com, Gamespot, Adrenaline Vault, Yahoo to seek out textures for 3dsMAX 2 stuff. I also spend a good deal of time looking at the different takes on amateur levels by the various review sites out there. Well, I'll be doing level design for an upcoming commercial game, so I won't have much Q2 editing time for a while... but I'll probably have time to churn out another SPQ2 map or two, as I've got a couple of weeks of downtime while I wait out my current lease and begin the move. I can edit pretty fast, In case you haven't noticed ;) I
want to send out a heartfelt thanks to the Quake editing community at large...
all the mappers and website maintainers in our little subculture are truly
cool people, and I appreciate all of the feedback and offers to work on
various TC's I've recieved.
Take it easy! ~James Parkman
- March 25, 1998
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