I'm 20 years old, living in the city of Brisbane,
in the sunny state of Queensland, on a big island called Australia.
I studied Business
Management for a short period of time before dropping out to study film
and screenwriting. When Quake came along I got hooked on level design
and I've been doing it ever since.
The
best work I've done is always what I'm currently working on, but Crater's
Edge is the best map I've released ;)
There's some
stuff in my Quake maps that really impressed me, and I've had some requests
to release some of my earlier work, but I doubt I ever will.
C r a t e r ' s E d g e
Movies
probably inspire me the most as maps to me are like small interactive movies.
Other games tend to be a good source of ideas too. Super
Mario was (is) a highly addictive and satisfying
game. Challenging the player, yet not frustrating him/her; rewarding
the player for their achievements; and providing an enjoyable experience;
are some of the gameplay strategies that I'm trying to learn.
I also study
other designers levels for atmosphere, lighting, gameflow, combat situations,
and cool ideas.
When
I was designing levels for Quake I was hooked on American
McGee's work. His levels had some awesome
atmosphere and some great gameplay. Now that I'm designing levels
for Q2 I'd have to say that I'm really impressed with Tim
Willits and his levels. Q2 has practically
made him a God.
I'd have to
say my favourite level designer, though, would be
Levelord. He knows how to break the
rules and make maps that seems to be limited only by his imagination.
His maps certainly don't fit into the category of standard levels that
I see being created today.
I'll
have to say that Quake 2 is an enjoyable game, and looks really good, but
that's about it. In my opinion, the AI hasn't really improved since
Doom, and that's a shame. I've spent quite a long time trying to
predict what a player is going to do when they enter an area, and setting
up a combat strategy to counter that, but players always find a weakness
in a monsters AI and end up exploiting it. After that a map, and
even the game, can end up losing its replayability. Hopefully future
games will offer an improvement.
On the
other hand, Quake 2 is great to design with, and it's been challenging
learning how to use the games attributes and limitations.
|
C r a
t e r ' s E d g e
I've been using Worldcraft
religiously since it's first beta release. More than half of Crater's
Edge was designed using WC before the Q2 supported version was released
and that caused some headaches, but I still think WC is the best editor
currently out there - at least for me anyway.
My current
computer is a P200, 32mb SDRAM, Monster 3D, etc. I'm really in need
of some extra memory, and a larger monitor would put a big grin on my face.
What
do I do in my free time? Ummm, what free time? Designing levels
has kept me pretty busy and given me a lot of sleepless nights. When
I do take a break from it, during some long compiles, I tend to watch movies
and TV, play games, read and sleep.
I check Blues News everyday,
and Redwood's, PlanetQuake
and ION Storm on a regular
basis. I'll pretty much try and pass over every worthwhile Quake/Q2/Hexen/etc
related site over the course of a week.
What's coming up? It's a secret... in fact, even I don't know what's going
on. No-one tells me anything. I can tell you this though: straight
after I finish this interview I'm going to go and make myself a coffee,
and maybe even a sandwich.
As to what
project I'm working on, you'll all know soon enough, most likely within
the next month or so. It's what's called anticipation, or, as we
like to call it in Australia, anticipation.
I'd like to take a moment to thank some of the people who have helped me
over time. Firstly I'd have to thank GibFactory for talking level design
with me and for doing those 4am compiles. Gotta thank my little brother
Mark for looking over my shoulder and telling me what sucks. My friend,
Coffee, for keeping me on the job. And finally I have to thank Dale
"Empyrean" Freya for being such a good friend all these years.
He's lent me hardware when my computer's spit the dummy, and has kept me
motivated in my work. Oh, and I've got to thank my parents for putting
up with me.
I'm also grateful
for all the people who played my map, and to those who emailed me.
~Alex
"Mad Rex" Richardson - May 6, 1998
|