Xian Interview
by Maarten Goldstein, Feb 15, 2000 7:03am PSTThe Mean Arena has an interview with id designer Christian Antkow. If you wanna learn how he makes his maps, what he does, what's it like being a level designer, check it out.
Depending on the size of the map, once I have an idea sketched out and firmly established in my mind, it usually takes me anywhere from 5-10 days to build it, and then it's playtested, add another 1-2 days for tweaks, and then it's usually delegated to "First Pass Complete" stage internally at id. Then it's handed off to the artists for embellishing.
The first few days of starting something new is always very frustrating for me. Coming up with new ideas that work well is pretty hard sometimes, but since Q3A shipped, I've been trying to get into the routine of always sketching out ideas before I start building things. It's good to have something down on paper so that I can go talk to Tim and show him my illustrated idea for the flow of a level and then we discuss the idea and he offers his suggestions.
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Comments
Space Chamber is a work of art and a fantastic play, too. I can\'t say enough about its weird mood, the creepiness of vertigo from all the depths that surround it. Or the mere look of all that curvy cement. Or the way it forces choices on the player: jump down and get ammo at expense of health? Ride the jump pads? Or the sheer need to carry a personal transporter at all times. Its got style, and its got play, and it\'s got emotion. What more could a level have?
The Bouncy Map is another piece of brilliance. Frags are hard-earned here. Possibilities for change-ups in direction are endless. It\'s a vertical player\'s dream. Hearing all the jumping going on around you in the map only adds to the tension, to the sense that there\'s no safe place or trajectory.
Kudos, dude! As Chrissie Hynde said, Stop your sobbing. ;)
If they\'re doing a mission pack, why did Zoid just a couple of days ago say they had nothing like that planned?
b00la
* 3 entire episodes (30 maps) for Wolf3D.
* 2 and a half singleplayer maps for Doom2.
* several false-start maps for Quake.
* a couple false-start maps for Quake2.
* a customer waiting room/lounge using prefab Coke machines and couches for Half-Life.
I got lazier and lazier. Or less and less time to spend devoted to mapping. Or Wolf and Doom were a lot easier to map for. And they were. Especially Wolf3D. Ridiculously easy. Goodbye now!
\"it\'s coming\"
(ofcourse it is, but when?)
but your no ladies man LOL..
Dude forgot to purchase flowers and/or chocolates. Dude enjoyed romantic evening with hand lotion. Dude is (understandably) bitter.
Live and learn.
This part is my favorite..
\"Of course, girls find this \"cute\" because they are stupid. That is all there is to it. They are idiots, so the lamest lamentations you can possibly devise will work and get you into their pants. Yeah, how \"cute\". Fucking moron.\"
Hahah,
Phil