“That level looks old!”

I was just reminiscing using the “way back machine” perusing the news I wrote while I was the Head Monkey at the AQMD (Action Quake Map Depot) back in 1999-2000. I can still remember receiving the e-mail from Death Magnet telling me he was stepping down and was handing the “reins of power” over to me. LOL.

While I cannot find the exact day, I still vividly remember the day I stepped down from the AQMD because I felt I was not fulfilling my position as the Head Monkey and my interests were moving to Quake III, in search of the “next action.” That turned out to be Urban Terror and my time and work at the AQMD became history.

A part of me wanted to leave the AQMD because the Quake 2 engine was getting dated and levels were looking old. Even new levels were retreads of old ideas and very few level designers were bringing something new to the table in terms of development. I guess I can’t fault them, but why anyone would spend months working on a level that will be tossed in an ever growing pile of already “official” AQ2 levels was beyond me. I guess each individual had their reasons.

Just the other day I had an ill feeling when I looked at some new images of a level in development for Urban Terror. Just like the day I left the AQMD, that feel returned, when the first thought was “that level looks old.” Now, I know the Quake III engine is dated, just as Urban Terror is. But even with this engine it is possible to up the level of quality before releasing a level.

Some level designers have stated they won’t spend the time taking their level to the proverbial, “next level” for numerous reasons. First, it’s too much work. Okay, I’ll give you that reason, to a point. Level design and development is nothing but work. Why half ass your work? Part of level development is improving and learning, working with techniques that will improve your skills and level. I don’t understand releasing a level that looks like it’s from 2000, when it’s 2008.

Second, there is always a chance your level will not be played. The reasons vary; FPS, poor layout or game play, or those asshats who just say, “it sucks” without reason, just to name a few. While many level designers understand this before diving head first into their levels, some don’t. After spending months and months, possibly even years on a level that last thing you want it no one playing your level. But to admit defeat before you even start is setting yourself up for failure.

I know the “basics” of level design, but I am no expert when it comes to what some in the Urban Terror Community create. I will cite INVIS, who is a consummate professional, maybe too much so when it comes to his levels. He understands level design from the inside out, knows the elements and how to construct them to create a successful and good looking level. WetWired was another Urban Terror level designer who was able to accomplish the same thing.

These are just two examples, but they worked at a different level than most other level designers. Their time, effort and persistence usually paid off. While I don’t mean to characterize other level designers as failures, I would like them to take a look at what levels have all the elements that make up a successful level. Above all other is game play, but this isn’t something that “just happens” this is something that is planned from day one. You can’t happen upon game play, you must create it.

While game play does reign supreme and is the foundation on which to build, you cannot ignore the other factors when level designing. I am hoping that some level designers understand what makes the good levels good and try to learn why another level not so good. Don’t only push the Quake III engine, but push yourself to rise above the mediocrity we see creeping into the levels that are played in Urban Terror.

Newly Released Maps

There are three new maps which were released today, Bronx by AnthraX, Fortcave by [CHAOS]Homicide and Neighborhood by JFL. There were also new entries added to the Test Matrix. Air747 by P.O.W. is set on a Boeing 747 which is airborne. Golgotha by Nemesis is a dark map based on a rundown industrial city, reminds me of Kingpin. Mxmines by [tBd] NRGizer is the follow up map to mxcity, which centers around a mining facility. Screenshots for these maps can be seen here. Nakatomi by Shadowfire, Skyplay by the regulator and Slumcity by peep^, were all unavailable for download due to a DNS error.

Also, over at the Test Matrix, maps have been rearranged by date. Those with the older dates will be at the top of the list and those, newly submitted maps will be near the bottom. This in hopes of receiving more questionnaires filled out to make a determination on the map. Since Swoosh has left, Death Magnet has renamed ‘Swoosh testing’ to ‘Death Testing’. Unoriginal, sure, but it makes good sense, if the map does not pass, it dies. Simple as that.

Lotsa Good Stuff

Okay, so it goes to show just how much I know about “good” maps. I mention four maps, which are good, and none of them get released over the weekend. Oh well, As most all have seen, Storehouse by JamesClonk and the follow up map to the little know Village map, called Village2 by Zotud was released. This map, does contain a few interesting features, such as the windmill, which is impressive and the background is completely new. The only thing is, I feel like a midget in a giant’s land, because the objects are quite large. But to take nothing away from Zotud, it is a great looking map. Storehouse is set in a large, multi-level brick building. Looks to be an interesting setting, which should provide a fast moving map. I cannot wait to play it. You may also notice that the maps I have under “Test” on this site and the test Matrix on AQMD differs. Seems Death Magnet has removed a few maps. Maybe it is “back to the drawingboard” for some of these. I have not spoke with him, so I am not completely sure. But if they are still on the Telefragged server, you can get them from my two test pages.In other news, over at AQMD, here is a message which was posted by Scuzzy, who authored the map, Tokyo:

I’m am so happy, (and back from the dead) I cant believe tokyo is played so much, 41,000+ frags a week, I have just purchased a new computer so I can make some more levels, Tokyo was made on a p100 24megs of ram (ewww, crap). I have a Celeron 400 64ram so i can now compile them as well 🙂 Hopefully over the next few weeks I will start on a new map or finish one I was working on, hell, i might even join “terror quake” and give them a hand, Oh and if you ever needed to contact me, my new email is scuzzy@powerup.com.aucya round peoples.

And yes, his map Tokyo, has been seeing quite a bit of playing, based on the figures seen over at The CLQ. There was quite a bit of movement with regards to the Top 10 AQ2 TP maps, teamjungle and urban3 switched spots, so did city and actcity3. The only real change was Shaymon’s deepcanyon fell out of the tenth spot, being replaced by Monestary by KongFoo. Scuzzy’s Tokyo is knocking on the door and could replace Monestary in a few days.

New Review

I have just finished the map review for Squirrel’s map, Loveboat. It is a very good looking and well laid out map. If you get a chance check the review and download the map. I know it is an older map, but Asylum by Holy Goat will be posted later today, as I will hopefully get an interview with him later on. For those who frequent the AQMD Forum, Swoosh is no longer the Monkey Wrangler of the forum. His tenure came to a close last week. His replacement is Deltree, who is going to attempt to keep all the monkeys in order and answer all your map related questions. I am also still collecting votes for maps you want to see in a new map pack, while Death Magnet works on a poll, so ICQ me or email with your favorites. Be sure to check out the Test Maps, as there have been some new screen shots posted, and while you are at it, fill out the questionnaire, which can be found at the Test Matrix at AQMD.

MapRid

I am sure most of you have seen the handy utility which is ow available at AQMD called MapRid. It was a small program created by Death Magnet to delete unwanted maps from their directories without deleting files needed for maps which share textures. In speaking with DM today, he said he “should have a new version of my MapRid program available by tonight that deletes sounds as well as textures/env files – hopefully will have the ability to zip maps up for archive also.”