Martin's level Place of Belonging scored the
highest mark so far on the Only the Best Quake Levels page, with many people saying that his level was better than many id
maps! Here's what he has to say...
Tell us a bit about yourself (like how old you are, where you live, what you do in the 'real' world :)
I have just turned 27 on December 17 (The same day Quake World was
released). I guess it was a birthday gift :) Now, I just need a T1, or
at least a cable modem :)
I live in Edmonton, Alberta, Canada. I moved here from Poland five
years ago. I have been working in many different places, various jobs. I
have been doing more computer work in a last little while. Mostly contract
work, designing WEB pages, graphics, etc.
I have always wanted to create games, but it's not easy to start from
scratch and catch up. I think creating the "levels" is a great way for
almost anyone who has some talent and a lot of dedication to contribute to
the gaming world. I would like to pursue that career.
The amount of offers from different people who have seen "Place Of
Belonging" totally surpassed my expectations :) I appreciate all of them.
There is just not enough time to be involved in so many different projects.
Did you edit Doom levels before Quake? If so, which levels did you design?
I have done a bit of research in regards to Doom editing. Reading various
articles about the concepts involved was a big part of it. My "designing"
experience really started with Quake, though.
How difficult did you find it to learn Quake editing?
Anyone can learn how to edit Quake maps. It will take time. Maybe make you
frustrated. You might think it was a stupid idea after all. Hopefully, you
won't destroy your computer in rage. However, if you really want to offer
something to gamers "out there," this is your best chance. It wasn't any
different with me :)
What was the most difficult aspect of it?
I have wasted a lot of time fighting "leaks," that shouldn't have been
there. One has to be very careful not to leave any "unsealed" areas. I
spent more time on leaks in "Placebo," than on the rest of it. I have not
had one leak in my new map. I guess you learn a lesson.
The real challenge right now is to take our simple modern world, with its
plain, straight walls and twist it back into weird, convoluted shapes of
the fantasy worlds of Quake. I have never done any Doom maps, but I still
tend to think in "Doom terms." Look how horizontal "Place Of Belonging"
is. It is hard to make a transition. It's not easy to sketch 3D maps on 2D
paper :) When I see Romero's multidimentional military bases, I just want
to get inside this guy's brain and figure out how it works. I wish someone
wrote a manual on engine limitations and made it available. Your
imagination will most likely exceed the ability of the Quake engine. Then
you will have to discipline yourself.
How much time do you spend editing a week?
I have spent a lot of hours working on Placebo. I have burned myself out. I
am getting back to pace and will be back to probably five or more hours a
day. That should make it a consistent 35 - 40 hours a week.
Which Quake editor do you use?
Worldcraft is my editor of choice, for now. Placebo was designed entirely
with Quest.
What do you think are its best features?
I absolutely love the ability to align textures without guessing and
leaving the map. The textured preview can save a lot of time, too. Ability
to group areas of the map and only work on selected ones, is invaluable.
The simple "one button" compilation process. Being able to see the
dimentions of your entities, for more accurate placement. Carving is much
better than in Quest. Keyboard shortcuts, plus easy layout of the editor.
What features do you think would improve it?
It needs vertex manipulation, without question. Also, full model preview of
entities was one of the best features of Quest. It doesn't crash nearly as
often as Quest did, but there is some testing required with very large
maps. I wish for a better implementation of creation of wedges (maybe I
just don't understand it :) Clipping of distant areas would be great
too (alas Quest). Is it only me, or everyone else's cylinders always seem
screwed up? I would like to see every cylinder created with equal length
sides, if possible. I can stretch it from there, thank you. Phew!
How do you come up with ideas for your levels? Do you plan or sketch them in advance?
It is a good idea to sketch. It wouldn't hurt to read more books about
various architectural styles as well. I wish for more dreams, that I can
remember in the morning. I study id's levels closely and take it from
there. Understand everything already done, and then create something new.
Sometimes, I will walk through, in my mind, an imaginary level and think of
different ideas for traps and architecture. If it was a good sci-fi movie,
or "Indiana Jones" movie, what would happen to the person to surprise the
viewer? What will the engine be able to handle :) ?
What do you think are the ingredients to make a great Single Player level?
Make it error free, first and utmost. Make it well lit. It should have a
specific goal in mind. Decide on a "style" and stick with it. Proper use of
textures and their alignment, are crucial. It doesn't have to be a "maze."
It can unwind in a linear way. A good example is "The Underworld." (by Matt
Sefton :) I didn't get lost, it wasn't too difficult, but it was
challenging. It had nice architecture and pleasant texture use. One of the
few levels I played without "god mode" and other cheats. Shamblers and
ogres don't belong in military bases, unless there is a good reason for it.
"The Underworld" was the first military base where fiends didn't look out
of place. There was sufficient justification.
What is your favourite id map (or maps) in registered Quake?
It's a shame, but I still haven't played all of them. There is so
little time, and there are so many good games :) I modeled "Placebo" on
E1M2. I am most familiar with the first episode. A real example of
something valuable for free. I like the underwater passage in "Grisly
Grotto." I like how vast and spacious "Crypt of Decay" is. "Ziggurat
Vertigo" is truly unique. When I first played it in DM (before SP), I
thought I was really "lagged" :) The original E1 to E4 levels are a work of talented, brilliant designers
and and worth every penny I paid for Quake. I am looking forward to seeing
the rest of them :)
What is your favourite user created map (or maps)?
"House Of Desolution" started it all for me. I saw it and wanted to make a
map at least as good. When I play-tested "Critters" for Jim, I said to
myself: "Time to work on your architecture ideas, Martin, time to catch
up." There are many good maps and many more coming. I liked Marcus' newest
Mexx military base ("Suicide Staccato"), and I liked "Underworld." "Village
Of Dread" had nice looking architecture, especially from the outside of
houses :) And the "switches" were awesome :)
What is your favourite monster :) ?
I have more favourite monsters than the ones I don't like. I think that
Shambler is real fun, and challenging. Fiends really give me a rush, if
they can chase me and get to me. Scrags are annoying and a satisfaction to
kill. I love the sound when they drop dead. Ogres are interesting because
of their grenade use, you have to think "ballistic." Most of the Quake monsters
have their role and they play it well, although the artificial intelligence could really be better.
What is your least favourite monster :) ?
I don't like tarbabies. I guess there is one more to see in E4 :) ?
What advice would you give to people wanting to build their own Quake levels?
Believe in yourself. Don't give up. If you feel like you have hit a brick
wall, take a break and start again. If you have questions, seek counsel
(not a psychiatrist :) There is a lot of good WEB pages, with plenty of
information. Avoid common mistakes. Study levels created by others. Save
your work in multiple files, if you have problems with leaks. Everytime you
have a work in progress that's sealed - back it up. If you can't find a
pesky leak, scrap it and restore your backup. Try different editors to
see which one feels right. Accept criticism that comes from people you
trust. Otherwise, you will not learn. Do a lot of research before you take
the plunge. Don't release levels that are not finished, or have errors. Have
some friends test your levels and give you feedback. You will get better
with time (like wine :)
What are the worst and/or most common errors you have come across while playing user created maps?
Errors that were not fixed. Entities falling out of levels. Monsters stuck
in walls. Not sufficient lighting. Making fancy stuff that is not
functional in any way. This is not "Myst" we are playing :) Incorrect use
of textures. Poor aligment. If you need more textures, make your own.
Monsters that don't belong. Not enough ammo or health ( I mean, really
not enough :) Too many monsters :)
Who is your favourite id level designer (hint: you can choose people who have left the company :)?
That's a trick question, but the answer is critical for the future of Quake
and Quake 2. Everyone should read the article "Egos at id" (from hotwired) (Matt's comment - Wired in the UK, August '96 issue).
From my understanding, John Romero was the creative force behind the idea
of using medieval and "Aztec" style of architecture in Quake. He wanted
something more than Doom 3. John Carmack admits that he would have
scrapped all the medieval, metal, and other than "techno-nightmare"
levels, if there was enough time. But Quake was already very delayed. If
this is true, than what should we expect (and fear) from Quake 2?
So, yes, I like Romero's levels. I like American's "metal" style. Tim
Willits did some awesome work that is very impressive. Sandy ... I will
judge, when I get there. John Carmack can make masterpiece engines, but
with John Romero gone, who will deliver the best "worlds" for those engines?
id Software will license their engine to other companies. Anyone who
makes the best use of it will win the hearts of players. It might not be
id, that's all.
Where do you go on the internet for Quake editing help and information and Quake news in general?
Blue's News and Stomped too - although less.
I ask a lot of questions. Jim Lowell helped me a lot and so did American McGee.
How did you publicise the release of your last level?
I posted it on ftp.cdrom.com and asked some people to look at it. I
contacted every Quake rating site, unless they already had it.
Did you get a lot of e-mail response?
Yes, I did. I want to thank again all of those that sent me their
feedback. It encouraged me to work even harder in the future and deliver
more quality levels. A very narrow percentage of people that play the
level voice their opinion to the author (I don't do it enough myself).
If you are a level author and don't receive many responses, it doesn't mean
that your level is "bad." Ask some people, don't be afraid. Talk to your
friends and others you already know from the net. Some are busy, so be
patient.
Finally, what features would you like to see in Quake 2?
An engine that will provide more interaction with the environment.
Improved AI for monsters (come on - they are pretty stupid, aren't they ?).
Can't they follow you efficiently? Total integration with the net. Ability
to change levels fluidly. Non-linear approach. Let users pick and choose
levels in any order (well, almost any order). Take it beyond Doom 4, for
one thing. Some of the features can be implemented "in factory" without
having to look for talented users to "hack them in."
I would like id Software to realise that it is important to get feedback
from a variety of players that want to contribute it. Don't isolate
yourselves from people. Find out what we want and give it to us (within
reason and ability of hardware and software to handle it).
Martin, thanks for your time!
Thank you for interviewing me. I feel really honoured to be selected from
such a large group of talented designers. You should really "interview"
yourself Matt. If there is any way I can help anyone with their maps or
other issues related to Quake, please don't hesitate to send me e-mail.
Interview © Matt Sefton and Martin Hryniewiecki, 1997.