James Parkman, 22 years
of age, former computer science major at Sam Houston State in Huntsville,
TX, now recently hired Level Designer recently hired Level Designer (They
don't want me to reveal the company name until they issue the press release
themselves :) I grew up in New York, the White Plains area. I've lived
in Texas for about 8 years now, and I'm married to a lovely lady, Felicia.
We share our house with numerous strange creatures, including a Coatimundi
(south american relative to the racoon), 2 rainbow boas, 3 bearded dragons
(one of them is laying eggs as I write this :), a blue-tongued skink, a
frilled lizard, and a cat. We're in the process of moving, as I start my
new gig in May.
Technically,
I think "Abandon
all Hope" is the cleanest map I've done, but I'd have to go with "The
BloodShrine" in the creativity department.
T h e B l o o d S h r i n e
I'm
inspired by all sorts of sci-fi and fantasy literature, RPG's (pen &
paper), movies like Alien,
Blade Runner,
Hellraiser. I like sci-fi with an edge...I've
never been much of a Star Wars/Star
Trek fan... I suppose that's one of Quake's
appeals for me :) When creating a level, I like to bring the player in
and out of "wow" areas, large rooms with striking architecture... I try
to connect these hotspots with dark, cramped corridors where you're always
looking over your shoulder. I try not to confuse the player by creating
mazes
and such...
these types of environment simply aren't fun to me. I like areas with large
architectural features, and I must admit I'll throw in something that looks
cool even if it serves no purpose... although I'll stick to the theme to
get these structures to blend into the environment.
Tim
Willits' texturing is awesome... it's a constant
inspiration to me. Episode II of Quake1 is my favorite from either game,
although I shamefully admit I don't know who created the levels ;) Amateur
designers: Matt
Sefton's maps flow VERY well... some of the best gameplay around. Ed
Cope's plots are great... some of the only maps where I actually care
about the story. 2 Q2 maps are permanent fixtures on my drive: Scott
McNutt's "First
Strike" and Greg Barr's
"Incarceration".
These maps are very clean and well designed, and I can't recall a single
point in either where I said "that doesn't feel right".
Quake
II is a much better SP game than Q1, but I must admit, the storyline is
a little bland. Quake 1 gets criticised alot for it's inconsistencies,
but I really liked the strange transitions from base style to medieval
maps. The game had a certain Lovecraftian feel that I respect.
>From
a mapper's viewpoint, though, Q2 is much more fun to play with, because
of all the neat effects you can pull off, such as colored lighting and
brush rotation. Plus an often overlooked feature that I've come to really
enjoy is the ability to have monsters drop weapons and ammo. It's much
more natural in my eyes to have a gunner drop a grenade launcher, than
to have the gun simply laying on the floor. That brings me to the essence
of what's missing in the Quake engine: the ability to truly script actions
and responses into the enemies. I'd love to be able to create complex situations
where the monsters had definite goals and habits... I'm looking forward
to Half-life, which is supposed to have a very nice "eco-system".
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J a m
e s P a r k m a n
I
use a p200, 64mb sdram, and a permedia2 8mb graphics board. If you're really
interested in mapping, I wholeheartedly suggest you look into the permedia
board... it's an amazing speed boost, and you'd be surprised how much cleaner
your editing becomes. Oh,
and I use QERadiant for the
editing itself.
Well,
now that I've been offered jobs as a designer, what was once my major hobby
has overnight turned into my career ;) But other than editing (which I
honestly do an average of 8 hours a day or so), I'm into Tomb
Raider II at the moment, and I read alot (currently
Carl Sagan has
my attention).
Gaming in
some form or another has been my main obsession for so long now, it's basically
what I do with my time... I really consider myself blessed to be able to
do what I love and get paid for it... it's a good thing, too, since I've
been mapping so much this semester, I'd probably be kicked out of school
if I wasn't taking off to work in the
industry ;)
A
couple of times a day, in no particular order: Blue's,
Lt. Dan's, Talon's
Strike, SPQ2 Level Heaven,
Quake2.com, Gamespot,
Adrenaline Vault, Yahoo to seek out textures
for 3dsMAX 2 stuff. I also spend a good deal of time looking at the different
takes on amateur levels by the various review sites out there.
Well,
I'll be doing level design for an upcoming commercial game, so I won't
have much Q2 editing time for a while... but I'll probably have time to
churn out another SPQ2 map or two, as I've got a couple of weeks of downtime
while I wait out my current lease and begin the move. I can edit pretty
fast, In case you haven't noticed ;)
I
want to send out a heartfelt thanks to the Quake editing community at large...
all the mappers and website maintainers in our little subculture are truly
cool people, and I appreciate all of the feedback and offers to work on
various TC's I've recieved.
There are
some great sites out there, such as Quality
Control Central, where they'll playtest your maps for absolutely no
other reason than the fact that they are cool people who enjoy being a
part of the community. It's rare in this world to find that kind of interest
and enjoyment in something purely for it's own sake :) Also, all those
who are thinking of getting involved in map editing, let me encourage you
to stick with it... it's a very rewarding hobby, or career, and you'll
meet alot of nice folks, if you can put up with the lack of sleep ;)
Lastly, thanks
to the Quake Map Hotel
guys, who've helped alot of us get to know each other, and add that human
aspect to the scene.
Take it easy!
~James Parkman
- March 25, 1998
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