I
live in Hesperia, CA, a smallish desert community about 70 miles North
of Los Angeles. I grew up near downtown LA. I am a musician
at heart and on the weekends I teach guitar and bass at a local music store.
I'm also going to school, getting my AA this semester. In September
I was lucky enough to get a paying level design job with a new company
called 2015 who's currently working
on the first SiN mission pack. I'm currently working from home designing
some DM levels for the pack, and am hoping to soon land a full-time job
in the gaming industry, which would be a dream come true for a video game
nut like me ; )
Of
my released work, Sacred Ground is by
far the best.
O N
S A C R E D G R O U N D
I've
gotten inspiration from so many different places. First and foremost,
id's Quake 2 levels. I spent a lot of time in each level just staring
at them and studying them and getting ideas. Also I found Xatrix's
Reckoning pack to be very inspirational, they had a lot of cool and fresh
ideas. Also I like to look at real world architecture for ideas.
I got into checking out architecture books from the library. There's
some great shit there I'm telling you. Get yourself some books about
Frank Lloyd Wright, some classical Greek or Roman stuff, or technological
future stuff or whatever and you will have lots of cool ideas to pick from.
As far as ideas for plots/storylines, movies/books/mythology are always
good...pretty much anyplace where there's good stories. In making a level
I first and foremost attempt to make it fun and playable. After I
think the fun factor is good, I work on all the little itty bitty time
consuming details that fill in everything else.
On
the pro side, Tim Willits and Levelord are a couple of my favorites.
For user
made levels,
Neil
Manke of course makes top notch stuff.
I also enjoyed James Parkman's
maps, and one of my favorites was Carson
Utz's "What The End Is For". And
then there is EutecTic,
who has made hands down the best prefabs for Quake 2. On the DM side
Headshot
and ZTN
are my favs. Also I like the work of Chris
"Guf" Cummings from The
Fugue. I'm not sure if he's released anything yet (forgive me if
ya have Guf : ) but I was working with him on a project a while back and
his stuff kicks ass.
Quake
II kicks ass. It's held my attention for almost a year now and I
don't see
it
wearing off any time soon. id does it again, what else can I say? : ) Editing
in the Quake II engine is a blast. You can build *almost* anything
you want, or at least give the impression for sure. Can't want for
the Quake III engine and those bezier curves : )
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O N
S A C R E D G R O U N D
There's
so many cool looking games coming out, the one's I'm currently jazzed about
are SiN, Half-Life, Quake III, and EverQuest.
For
Quake II editing I use QERadiant by Robert Duffy.
Almost
all my free time is devoted to editing or playing video games, but when
I'm not doing that I like to jam on the guitar or piano or hang with friends.
My city is a cultural armpit in the desert, so there ain't much to do but
sit around and play video games :)
I
must have about 50 links bookmarked related to Quake II, but some of my
favorites are RUST, BluesNews,
PlanetQuake
o' course,
Lt. Dans SPQ2,
Quake
Map Hotel,
Lotus
Look, The Fugue,
Ramshackle,
Terra
Fusion, and Crash's SPQ2.
For
the next few months I will be working on the maps for the SiN add-on, and
at this point I don't have any plans beyond that, besides to hopefully
land a full-time level design job. I have an unfinished level set
for Quake II that I would really like to finish and release someday, but
right now it's impossible to say when that might be.
I
just want to say thanks to all the reviewers and webmasters out there who
pimped my maps, and to the players for playing my maps...sometimes one
dude writing you and saying "that kicked ass!" is just as rewarding as
a glowing review : )
~Jack
Davis - November 2, 1998
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