I'm nearly 24 and from all over the place, but mostly
Boston, MA. I'll always be a true New Englander, for better or worse.
I most recently moved back home from Santa Fe, NM, where I went to college
at the aptly named College of Santa Fe. It's known as a film school,
though I graduated with degrees in English Lit. and Creative Writing. Recently
I've been graced with admission into the awesome MFA Program For Writers
at Warren Wilson College in North Carolina-one of the best post-graduate
writing programs in the US: I was amazed a flunky like me got in.
All of this is just until I can get a job doing game design, of course.
;-)
As
some know, I've released only one map, though I've been doing the map-
authoring
thing since doom. I have 3 or 4 Quake Classic maps that aren't quite
done. I hadn't enough time in the past to really finish any maps,
and "What the End is For" is my debut. It was very well received:
I've gotten, to date, 71 overwhelmingly positive emails, I won the LevelX
competition with it--which involves a trip to Long Beach California and
a $1400 mega pass to CGDC (I can't go, unfortunately), and "WTEIF" is still
#1 at Lt. Dan's after 35 votes (as I'm writing this, anyway). I couldn't
be more thrilled about it, and I can't thank the Quake 2 community enough
for being so kind and supportive, especially of a name they haven't seen
before. It's a decent map, though I hope to do better in the future.
F
i r s t S t r i k e
Thats
a tough one. Many things inspire me from watching old Godzilla
flics (dont ask how) to watching a ton
of animation (american and japanese) to keeping an eye on the local architecture.
But nothing ends up like how it was envisioned in the first place. My goal
is to make a playable level(s), while keeping the added detail brushes
to a minimum. Now I am going for bigger more detailed stuff, while keeping
the playability supreme.
I
really do not play other authors stuff. A few authors that I have known
of for a while I would check out. They include Matt
Sefton, Ed Cope, YooShin Yang and a few
others.
I
really enjoyed the surrealness of Quake, but totally dig the 'doomness'
of Quake 2. I only created one Quake 2 level so far, but had a ball with
its new entities. My current level will exploit some of the other aspects
of the Quake 2 engine.
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Carson
Utz takes a look at his completed level, "What The End Is For"
I
made my old Quake levels with an old editor called WAX.
Very primitive editor it was. But I managed to hack out Royal
Warriors on it and people liked it. When
Worldcraft
became stable enough to work on, I used it for my SM Level Pack and Hard
Target 2. While waiting for Worldcraft
to upgrade to Quake 2, a friend suggested QERadiant.
It is with QERadiant I made my first Quake 2 level First
Strike. I entered First Strike in
the QERad contest and won a cool graphic accelerator card. I created all
of my levels on a P60 with 32MB ram. Yes, dark ages. I am in the process
of upgrading to a Pentium 2 233MHZ and should be up and running a little
more close to the technology curve.
My
free time was spent waiting for QBSP, VIS and LIGHT to run!!! While it
is doing its magic I watch old Godzilla flics, Ultraman,
Hong Kong action flics, Old samurai films (zatoichi, lone wolf and cub)
and a ton of Japanese anime.
Oh, I was an associate Kung Fu instructor here in San Francisco. Hung Ga
is the style.
I
cruise the Quake news sites and not much else...
I
am currently working on another Quake 2 level. Bigger rooms, bigger level.
Not much there yet, but one is in the works. I cannot wait to exploit my
new system.
Time
for a slushi!!! Thanks for reading!!!
~Scott McNutt
- April 8, 1998
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