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Map
makers rejoice! It is now time to meet
the man behind the myth.
There are many users of BSP out there,
and I am sure you have visited bsphq.com
for BSP help, to checkup on the news,
or to download BSP and start making maps
of your own. Here is an interview with
the designer of that site, DeadMeat, including
some things about him you might not have
known. Enjoy!
- Cracker
Cracker:
How long have you been a user of
BSP?
DeadMeat:
Since September, 1996, about a month
after Quake came out. I think the first version
I used was about .35 or so. A lot has changed
since then ;-)
I settled on BSP after trying out all the ones
that were out back then:
Thred, Worldcraft, QuakeEd and some others.
BSP just had the most features at that time.
Cracker: What made you start
a webpage for BSP, were you asked, or just
did one on your own?
DeadMeat:
Well, at the time I first downloaded
BSP, there were a few tutorials by someone
named Diragor. They were really helpful in
getting me familiar with BSP, but there weren't
that many of them. Unfortunately, Diragor had
to go into the military or something and was
unable to continue doing the tutorials. So,
I wrote to Yahn Bernier (BSP's creator) and
asked if he minded if I made up my own tutorial
site. On November 29, 1996, "DeadMeat's BSP
Tutorials" was born on GeoCities. It later
grew into the BSP Headquarters.
Cracker: You do the tutorials
on bsphq, do you also answer questions from
users?
DeadMeat:
Oh yeah. I get email from all over the
world with questions. I've met a lot of people
that I correspond with frequently that way.
I don't mind helping out new users, as long
as they are willing to read through my tutorials
first (I don't particularly like answering
questions that are already covered in there).
But if they are having trouble understanding
something I explained or just can't get it,
even though they've tried, I don't mind at
all. The only thing I don't do is find leaks
in maps for people. I did that for a while,
and I just got too many maps sent in ;-)
Cracker: Heretic2 has many
new enhancements that mappers will be playing
around with. Which ones do you like most?
DeadMeat:
Well, I haven't played with it much
yet; been trying to get through the game first
;-) From what I've seen, the scripting looks
really good. The main thing that appeals to
me is the 3rd person perspective, with all
the additional animations that Corvus can do
(like climbing, polevaulting,etc). That allows
people to design maps that have a more 3D feel
to them. I've seen a few really good deathmatch
maps that are starting to take advantage of
this.
Can't wait to see some of the single player
maps that start showing up soon.
Cracker: You are working on
a TC for Heretic2, what is is all about, and
who is working on it with you?
DeadMeat:
The project is called Shattered Illusions.
The storyline (in a nutshell):
The player is Liragor, who was forced to flee
into exile after being accused of killing his
father. He was innocent, and has spent the
past 10 years gaining enough proof to clear
his name. However, when he returns to his homeland,
he finds his brother (the real killer) has
become a powerful sorceror and is using demons
to corrupt the land. There's more to the story;
it will be revealed throughout the game using
cutscenes.
The others working on this project with me
are Ancient1, DeadStar, Browndog, Briggsy,
Zedek, Egg, and Derelict. Some of those names
will be familiar to HereticII.com visitors;
others are probably less well known. We've
got a fairly good team, but we really need
a full-time texture artist and a full-time
modeler (shameless plug ;-)
Cracker: There was
a post about it on Hereticii.com, for those
that may have missed it, what is the webpage?
DeadMeat:
http://www.bsphq.com/illusion/
- there's not much there right now. We just
recently made the switch from the Quake2 engine
to the Heretic2 engine, so we don't have anything
to show off yet.
Hopefully, we'll get some screenshots up soon,
though.
Cracker: How far are you in
the project? What can we expect from it? Meaning,
Weapons, Models, maps, and monsters.
DeadMeat:
We're just getting started after the
engine switch. We've got all our design docs
done. We have a few textures that we were able
to salvage from our Quake2 project, but most
of the ones we had didn't convert very well.
Our mappers are getting familiar with Heretic2
mapping and I've got the DLL code set up ready
to work on.
Our goal is to have around 13 single player
maps, plus a few deathmatch maps.
We're planning 10-12 new weapons and a whole
bunch of new monsters.
When we get done, there shouldn't be anything
of Heretic2 left in the game - that's the plan
anyway.
Cracker: What other projects
have you worked on?
DeadMeat:
I'm also a coder on the Doom3D project
(http://www.planetquake.com/doom3d).
At one time, I was working on a Heretic TC
for Quake2, but that got scrapped when Heretic2
was announced last spring. Shattered Illusions
grew out of that project, but it's completely
different than it was back then.
Cracker: What game do you
like to make maps for most?
DeadMeat:
Well, I've only released one map publicly
- it was for Quake1 and was a re-creation of
Doom2 Map07. I just did that to experiment
with triggers and to learn BSP, but it turned
out pretty well.
That was fun to play with the reaper bots.
I really liked making maps for Hexen2, because
of the fantasy setting, but it never really
took off. It's a shame it came out so close
to Quake2; it got lost in the shuffle I think.
The environment that showed the most promise
was Unreal, but that editor has too many problems
to run well on my system, so I never really
got into that. Hopefully, Heretic2 mapping
will take off.
Cracker: What would you like
to see in games in the future?
DeadMeat:
You may regret asking that ;-)
I hate the fact that so many games are being
released lately that are filled with bugs or
had features removed just so they could meet
a shipping deadline.
In fact, I wrote a rant on my page a few weeks
ago about this - right after Sin came out ;-)
The main thing I'd like to see in future games
is more of an emphasis on single player gameplay.
Games like Half-Life and Heretic2 have done
a wonderful job of immersing the player into
a story and revealing that story as it goes
along.
I'd like to see more of this in future games,
without as much of an emphasis on eye-candy
special effects. Those are nice, but they should
be part of an overall gaming experience, not
the whole game in themselves.
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