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I decided to look at the archives of the site from when it was stiff being developed and I found this interview...i dont know who on the staff did it but here it is
[13 July 2003 - 09:15 PDT GMT-8]
HLGaming.com:Tell us a bit about yourself
Gustavo: I
guess gamers much prefer playing custom maps than reading up on the people
that created them, so I'll keep this part short. I'm 24 yrs old (25 in
a few days), English, have a degree in Illustration, and work for a firm
of Architects where I do all the CAD draughting work. With my knowledge
of CAD programs, interest in being creative, and lifelong experience of
using one computer or another, it's probably not surprising that I started
to create FPS maps. Oh, and I have the obligatory mappers collection of
NiN records. :)
HLGaming.com:How long have you been mapping for Half-Life?
Gustavo: For
just over a year now - my first map was released in March '99. Originally
each map took me 2 or 3 months to complete, though after a years worth
of map editing and 21 maps, my output recently has increased a fair bit
with becoming more familiar with map editing (14 of those 21 maps have
been released in the last 4 months.)
HLGaming.com:Which editor do you use?
Gustavo: For
all its bugs which are loved oh so much, I still use Worldcraft v2.1. I've
tried most of the other editors such as Radiant & Quark, and although
Worldcraft doesn't have as many advanced features, I just find the interface
to be far more fluid and I'm very used to using it.
HLGaming.com:Do you do work on mods aswell?
Gustavo: More
than half of my maps have been for one mod or another, so I guess you could
say that. :) I've already released maps for the likes of Action Half-Life
(4 maps) and Team Fortress Classic (also 4), and am currently working on
specific maps for both Russian Front and a Star Wars mod. If I had the
time I would work on a few more too - I've got a dozen other long-standing
offers from various mods I could accept.
HLGaming.comFor those who've played your maps extensively, there's one big question:
How do you keep your maps so huge but fairly low-ping at the same time?
Gustavo: Everyone
should know that the quality of our internet connections are not the only
deciding factor in our latency, but, along with a particular game's netcode,
the map currently being played is important too. I have previously played
on online servers where the latency of all players was fine - yet by simply
changing the map, everyone's latency was as much as doubled. What's going
on there? Quite simply, the fault on those occasions lies at the door of
the map maker.
Map makers
who pay no attention to keeping each of the three r_speeds constituents
(wpoly, epoly, *and* ms) as low as possible are shooting themselves in
the foot, big time. A poor framerate ensures the CPU has to struggle unduely
to cope with the visuals, with the sending & receiving of modem/network
data similarly being hit hard (particularly in PC's with a Winmodem). Problems
with entities can account for a map causing massive lag too (most commonly
the complex entities needed in TFC maps). It's not good enough for a map
maker to say "PC spec are getting higher all the time, so I can stuff in
more polys". The majority of gamers I know still have sub-300mhz PC's,
so clearly any map authors expecting PC's to cope with continual 1000+
wpoly, half a dozen players on-screen simultaneously, and still cope with
the effects of lag, well they're just kidding themselves. Who wants to
play a map that may add as much as an extra 100 to everyone's latency?
That's the difference between Cable & a 56k modem! It is still very
much true that framerate is God, and I know this is something at the top
of my priority list when making a map.
HLGaming.com:What is your favorite HL mod?
Gustavo: I'll
go with the safe choice here and say Team Fortress Classic. It's not perfect;
Scouts & Medics are too powerful, solo play still saves the day, and
it's often easier to rack up points by spamming grenades everywhere than
using weaponry skill, but it's great fun nonetheless and provides plenty
of scope for mappers. I still prefer deathmatch though, often using the
likes of Oz DM to customise things a bit, but I like the look of a few
upcoming wartime teamplay mods - the likes of The Sherman Project &
Russian Front. Counter-Strike is a mod that would appeal to me but my ping
simply isn't good enough to give it a proper go. Hopefully a future Valve
patch will cure that for all of us suffering with modems by providing better
netcode.
HLGaming.com:On a scale of 1-10, how well do you play deathmatch?
Gustavo: That
would have to be a 10, coincidentally the same number next to my name in
Kate Moss's little black book, and then I wake up. Seriously though, there
will always be a "next guy" who slays all the competition, but I can hold
my own against most despite having the particular joys of a 56k modem.
I haven't played online for 6 months for this very reason: terrible latency,
but previously I won around 8 out of 10 HL DM games I played. So, I guess
I'll answer with an 8.
HLGaming.com:How long did it take for you to buy Half-life when it was released?
Gustavo: Just
a few days in fact. I had read into Half-Life quite a bit and so had it
on back-order for some months prior to its eventual release. Turned out
to live up to the hype, and then some, so I've been playing Half-Life in
one guise or another since late '98.
And Opposing Force? If you bought it at all... 8)
Gustavo: Yeah,
I've bought & completed Opposing Force (and have released a few OP4
deathmatch maps too). It's great entertainment for a while, although a
little short. Aside from any commercial success, Gearbox were never going
to create a similar level of interest as Valve did with Half-Life, as it's
just more of the same. All the barriers in the FPS genre had already been
smashed down by Valve. For me, though, some of the new features of OP4
were disappointing. The weapons are a prime example, falling into the 'Unreal
syndrome', being just that, too unreal. Too many mutant death rays, apple
chuckers, and Gene Simmons wannabes. Talking about Soldier of Fortune too,
after all sorts of brutal machine guns and shotguns along came the daft
Microwave gun spoiling the realism. Look at the success of the likes of
Counter-Strike and it's clear that most Half-Life gamers prefer their weapons
of destruction to come in Earth-bound flavours, which is after all one
of the elements that Half-Life brought to the FPS genre; a more realistic
game than the Quake or Unreal series'.
And finally: What's inside your head?
Gustavo: I'd
like to give the same answer as Gooseman did here; "a brain", but *sob*
I haven't got one *sob*. So, aside from fresh air, I've just finished reading
"Hannibal" by Thomas Harris, the sequel to "Silence of the Lambs", so I
guess I should steer clear of my local LAN deathmatch haunts for a week
or two.
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