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A few weeks ago |NV|S of Section
8 Studios posted on the NS:CO forums that he was considering
porting Section 8 Studios level designs to
NS:CO.
To those familiar with S8S, this was some very
exciting news as the S8S team is an affiliation of
Level Designers of commercial grade talent with some of the same professional development
paradigms and goals observed and pursued by Team Mirage
S8S work is arguably some of the best level design
seen on the the Q3A Urban Terror mod,
and as my conversation with |NV|S offers; some very promising and exciting work
for NS:CO.
Hoak:
Most of the NS:CO fans have seen your work, as I took the
liberty of showing some on the news page; can you give us a little background;
how long have you been been doing level design and how did you get into it?
|NV|S:
I first started tweaking games at the tender age of fifteen. I received my first
real (non-Commodore) computer in 1981 (Tandy TRS-80) and my friend and I quickly
began coding games for it. My first FPS game level (or map as you now know them),
was for a very awesome yet underplayed FPS title called Rise Of The Triad
or ROTT.
I then went on to do Quake levels using Virtus Deathmatchmaker. I
made these maps just for LAN parties back in the mid 90's. I made my own modest
Quake mod called the MMP (Mauke Mission Pack), just to play
with my buddies on our LAN, big props to Mr.X, Arias, and my brother
Prince Pharoh for testing and playing my early and rather ugly creations.
Little did I know how popular they would become or how they would be traded from
one player LAN party to another.
I have to admit that I skipped mapping for Quake II, I just wasn’t that impressed
enough with the game to mess with it. But I did keep up on designing by reading
about the newest mapping techniques. When Quake III finally came out I got back
into mapping again...I made about thirty or so maps that I was too
embarrassed to release to the public, it was just technique polishing for later
work.
Hoak:
Wow, I remember ROTT, that's some history! So, has your
work been primarily in FPS Realism Level Design?
|NV|S:
No, I have made a few maps for vanilla titles; including Excessive-Overkill,
and vanilla Q-Q3, and I am also releasing a few Proball mod maps.
Hoak:
Is Realism Level Design the kind of work you prefer?
|NV|S:
Without a doubt, realism level design is where it's at: no where else can your
showcase your true talent. If you don’t do it right, everyone can tell. Unlike
other games where it's up to your discretion as far as what looks good for scale,
texturing, lighting, etc. Realism separates the men from the boys, as far as I'm
concerned because real world lighting, texturing and brush laying is very hard
to do with this engine and not come off as 'Cartoony' or 'Disneylandish', and
reality is your standard.
"Realism level design is where it's at: no where else can your showcase
your true talent. If you don’t do it right, everyone can tell."
Hoak:
What exactly is Section 8 Studios?
|NV|S:
That’s a good question, and its one I get asked quite a bit. We first started
out as a six to eight man mapping team. Our goal was to help map for all of the
Q3 based realism mods. When we first started we were called the PK3RATS,
but when we were contracted to make the maps for a future realism mod called
PointBlank, we just joined the Section 8 Studios mod team and
gave up on the other mods (big mistake). Well needless to say the actual coders
and team from S8S fell apart, so we decided to keep the name for ourselves,
and go back to our original goal of mapping for all the realism mods again.
Hoak:
Are any of the other members of S8S interested in Level Design for NS:CO?
|NV|S:
Good question, S8S right now consists of me, Nodeth, and Thnom.
I think that Thnom will more than likely stick with the Urban Terror
maps that we are working on for beta3 like ut_airport. Nodeth however will
more than likely be joining me for NS:CO mapping after the Final Release of
ut_poinblank. It's possible that a founding member of our team, FreaX, will
return and help us with both NS:CO and True Combat mapping when he
is finished with his boot camp. He left us and joined the U.S. Navy a few months
back to be a Radar man for submarine hunters, and assured us that he will return
soon to pick up his real duties as an S8S Level Designer...
and maybe he can squeeze in some Navy stuff when he has time... :)
Hoak:
How did you find out about NS:CO and what attracted you to the mod?
|NV|S:
Actually I think FreaX and Puffdaddy (no relation to Sean Combs)
told me about the mod when it was still yet unreleased, and when it first became
available we tried it. Some of the things I liked were missions. I am a big
proponent for missions in FPS games, CTF, TS, TDM, etc. get old really fast. I
have to admit that NS:CO is a very high learning curve, and that seems to
scare a lot of players away, but the ones that stay seem to like it.
Hoak:
In your email you mention that you've decided not to port
from your current bevy of work and work in progress to NS:CO, and that you
want instead to do original title work for the mod. I have to say I'm both
disappointing because you have some stunning maps and works in progress that
I'd personally love to see on NS:CO, exciting that you consider NS:CO worth
the initiative to bring the mod new and original work. What was involved in this
decision?
|NV|S:
Truth is, A lot of map ideas we had would be great for the faster paced mod of
Urban Terror, but after playing NS:CO and getting a feel for its
speed of play, I don’t think those maps would fit. I also believe the themes won't
fit either. NS:CO maps should fit missions and locales that the real U.S.
Navy SEAL teams would encounter. Therefore because of that we are going to go with
some more realistic based missions and maps to befit that theme.
Hoak:
So is there any hope that at some future date you still
might attempt a port of some of your current work?
|NV|S:
I'm not sure, the more I thought about it, the more it concerned me that some
of our current work just wouldn’t fit NS:CO.
"We at S8S are very excited about CSGR, this means that we can use
models that were previously unusable..."
Hoak:
You may or may not know that NS:CO has a suite of features
aimed at both attracting new Level Design talent, and at making their work shine,
a few of the things are full support for all the features in ydnar's Q3Map2,
CSGR (client side geometry render), complex mission design, a custom
lighting and custom particle engine that offer a slew of effects just to name a few,
with a rigorous schedule of still more in the works and more planned.
Which of these do you find the most compelling and is there
anything not in the NS:CO top and map support code that you would really like to
see offered?
|NV|S:
ydnar and I had a chance to meet at Quakecon and gave a small conference
together. I have to say that he is a Freakin Genius; he has taken Q3 mapping to
a whole new level that id Software never envisioned. In the short time I was able
to talk to people like him and TTIMO, I learned quite a lot that gave me a new and
better perspective on what I want to do with future maps.
I also had a short talk with Robert Duffy From id Software and expressed my
concern that almost every map I have in the oven right now has at least 2000+ shaders over
the 1024 hard-coded shader limit. He has assured me that the newest point release will be
coded for a 8000+ shader limit. So now I can truly take the gloves off and kick the bejesus
out of the Q3 engine. I'm going to smoke your video cards now with some pretty amazing
eye-candy as well as the rock solid real world game-play.
Also we at S8S are very excited about CSGR, this means that we can
use models that were previously unusable. Hopefully now we can get a full time modeler to
join the team to help me with map objects.
From a Level Designer's standpoint, I think that the particle system has a lot of possibilities
for smoke, fire, and maybe realistic water. I'd also like to see a Sun corona like Q3F,
and some more realistic glass entities that use real world physics.
Hoak:
You've played NS:CO 1.1 and seen what the game has to offer and
perhaps read about some of the exciting new play-features in 1.3; what sort of in-game/game-play
features would you like to see get more attention in NS:CO?
|NV|S:
Actually, the experience point system is rather confusing IMHO, not from a design viewpoint,
but from someone coming in as a N00b gamer. I think maybe just try and simplify it a little
so that morons like me can play without upsetting some of the veterans.
"Consider this a call to any NS:CO Community Mappers that want to get involved
with an experienced team..."
Hoak:
Well new player friendly features have been the focus of the 1.3
release, and we're confident that we'll have NS:CO and TASS at a level that is
accessible to everyone interested in FPS Realism when 1.3 goes gold. The inevitable
question that all our fans are wondering: "How soon might we see an |NV|S
level design on NS:CO?"
|NV|S:
Hehe, man that is a good question. Well, actually, as in every game we map for we
usually try and recruit Community Mappers to join or consult with us, especially
someone that has a really good feel for the game and the community. Even if your a
Novice, that’s fine, because I don’t mind training people to use our system, and
methods. So if you think you can't join us because your not the ubermapper...
think again.
Consider this a call to any NS:CO Community Mappers that want to get
involved with an experienced team, and be involved with some pretty cool stuff.
I think you won't be disappointed with what we can do, and how we work as a
team. Not to mention that I think were going to raise the bar for this mod, and
you will have a hand in that. If we get a good response and some much needed
help with NS:CO specific mapping (i.e.: a few recruits to help us) you
could possibly see a map from us within a month...or possibly even for beta 1.3
depending upon its release date.
Hoak:
That's a very generous and compelling offer Joe, present
company included! One I'm sure a lot of NS:CO Free-Lance Mappers,
and aspiring Level Designers that would enjoy being part of a team will want to
consider! Thank you for taking the time I know our fans appreciate it and I know
we are all looking forward to seeing what you're going to surprise them with!
|NV|S:
No problem Hoak, as I have said, we are very excited here at S8S to give
you guys some awesome maps.
So there you have it folks, Section 8 Studios
is certain to bring some pleasant surprises to NS:CO! Anyone serious about
being a member of a committed Level Design Team should drop by the
Section 8 Studios site and drop
|NV|S a line.
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