I
live with my wife and four cats! We all live in Kamloops, B.C., Canada.
I
don't have any levels I consider my best work nor do I ever expect to.
There are aspects to all my maps that I like and conversely much I dislike.
SLAUGHTERSHIP
BY NEIL MANKE
I
really have no specific source of inspiration other than plain old silly
ideas and I have lots of those:] In the rare event I run out of silly
ideas I know certain people [I won't mention your name Paul T.] who have
lots. I don't try to formulate complex ideas, plans or plots for levels.
Besides, a complex plot in Q2 is shutting down 3 generators and a simple
one is shutting down 1, and even an idiot like myself doesn't need to plan
stuff that basic.
I like to have
a starting idea that intrigues me which can usually be summed up in a few
words and then I do a few textures and try to create a starting look in
a map. Then the start map and it's feel give me ideas and I just go from
there with little deep thought. Sometimes I will think of cool scenarios
beforehand and note them down but I don't expect that or force it. For
me there is no surer way to kill creativity than to think about something
too much, inspiration and creativity simply do not lend themselves to planning...
that is logical/rational/objective thinking, bankers think that way:] Of
course there is a necessity for all that in mapping, but I do not believe
it is the part that makes for the essence of the better stuff.
I have played less than a handfull of Q2 add-ons....so it would be rather
unfair of me to answer this question. I had wanted and planned on playing
a selection just to see what the other guys are doing but I doubt
now that I will have the time, or the will.
I
really liked Q1 & Q2 and have no complaints of any consequence
about either, obviously they are both exceptional games. I don't continue
playing them, or add-ons that are done in the traditional id style, simply
because I am not that type of gamer. I like to play [or rather I used to]
several different types of games, strategy and adventure along with action
games being my favorites. I used to play a game for short while and then
move on. Only my keen interest in editing has held me in one game for so
long.
I was
saddened by the news id was going strictly multiplayer for Q3 [I'm sorry
but anyone who thinks DM with bots is SP doesn't understand what
SP is about!]. I believe it is a supremely smart move on id's part and
bodes well for MP gamers, but it is no good from my minuscule perspective.
So I must be saying goodbye to Quake*..it's a cruel world...sniff:[
1/2 Life has
me the most interested! It sounds as if it will have a big following,
lots of goodies and enhancements for SP mapping, and it's based on my editor
of choice. Unreal had me real interested too but the editor lacks a few
features my patience just can't do without. Maybe in future they will add
them? Course by that time it would probably be editing add-ons for one
of the many games that have licensed the unreal engine.
I've played
the SIN demo and thought it was very well done except a few things about
it bothered me a wee bit. Some aspects felt too contrived, like every time
I entered a room with skylights was exactly when the skylights broke and
the bad guys entered. I think they overdid a very cool thing... and the
doors looked too damn friggin small! I bumped my head every time LOL. But
those are nitpics, all else was super cool except one level just didn't
give me any sense of the real scope of the game, I would need that to fork
over cash on it. I'll watch the reviews and ....maybe?
I use Worldcraft,
always have, and I have a P2 300 with 64 megs ram and a Canopus Pure 3D
voodoo. Next step will be an advanced video card and some more ram and
I should be good until the century turns. After that maybe none of us will
have need for comps?...we'll probably be too busy searching under rocks
for bugs to eat! hahaha.
|
NEIL MANKE'S DRY GULCH
Banging
head on wall and pulling hair out! I also like to beg on the corner once
in awhile so I can get enough money for a good bottle of after shave...
mmm:]
When
doing levels I will search the net for any information I may need. Other
than that I frequently check out many of the old SP review sites and there
are several cool new ones too. And, for some reason, I've started watching
the Quake news sites? I also like going to the general game sites
like Gamespot and Adrenaline Vault, etc. and on occasion I will visit assorted
game companies' sites to see what they are up to.
I have just sent Coconut Monkey 3 to PC Gamer . No doubt it will be out
by the time this interview is. And I have just started a simple, single
map tentatively called "Bear Hunter" for SOF, ... and that will most likely
be my last Q2 map. After that?... I don't know for sure but I have been
discussing a 1/2 Life add-on with Bill Harms at PC Gamer. I won't say what
it is but it is 'not' a Coconut Monkey adventure... something a bit scarier
we hope:]
I
have been editing Quake1 & 2 almost 2 years now and I must say near
all the people I dealt with over that time have been a real pleasure to
know. And without many of them my mapping would be near impossible. So
I'd like to thank all the guys who have directly helped me with the levels,
all who tested levels for me, all the guys who selflessly run the review
sites and editing sites [not a trivial feat], the guys who do the programs
and mods that make editing so much easier and give us mappers the means
for enriching our levels, the gamers who are always writing in with words
of encouragement, and perhaps most of all, Rysher Entertainment and PC
Gamer who by giving me some interesting work have at least given me the
means to survive and continue editing.
NEIL
MANKE ON "SAVING PVT. MONKEY"
What's
the new cm3 level "Saving Private Monkey" all about?
It's a 3 level
pak with a WW2 theme. It remotely mimics the 'sidelines' of the Allied
assault on German defenses on the beaches of Normandy. Thus it is a rather
dangerous place to be:] Andrew Eglington did his usual good work on the
new Pierre and a couple other surprises, Magnus Jansen did many cool new
sounds and Josh Rhode did the smart german skins.
How did
you come up with the idea for a WWII level?
I have always
wanted to do a war themed level and the time seemed right as I needed some
sort of setting for CM3, and with Coconut Monkey's time-machine any place
is possible. More decidedly though was the fact that some of the Q2 monsters
suit the theme with merely new skins and sounds.
How hard
was it to get the look and feel right for such a well known period
piece?
I hope I did
get it? I picked up several books from a used military book store and looked
through them to get the feel. But I was only trying to get the feel as
to try and reproduce anything even slightly authentic is madness with the
engines we have now. Everything I do is simplified and designed with r_speeds
in mind, in fact it really is as if r-speeds draws much of the maps and
I just go along with the possibilities
The landing
craft that appears later was a very cool idea! Are those
difficult
to add in?
The landing
craft was very easy..it is only a door entity. But sometimes those scenarios
I add in my maps take a long time to get right.. .some are very finicky
and much more complex than they appear... others aren't and yet appear
so, like the Starship blowing up at the end of Starship [if anyone recalls
that?], it took me 1/2 an hour:] Whereas the helicopter entrance in SOFm1
took eight grueling days [off and on] to get working properly:[
What was
the most difficult part of the new cm3 map to make?
The sky/enviro...
it took me a very long time and yet is barely acceptable:[ I hate those
damn things yet someone has to do them. So far I have found no sucke...err
compadres who would do.
Did you
have to do any research on WWII to make the cm3 map?
Nothing other
than some familiarization with the subject.
What do
you think of it?
I'd rather
not, but I am confident many gamers will like it:]
What's
with that Quake Map Mag cover?
What!... you
don't like my suit? |
|
~Neil
Manke - November 7, 1998 |