|
 |
| HeXenWorld Articles |
| An
interview with Kenn Hoekstra by Phoebus. |
Phoebus: To start off, how about some in-the-editor screenshots of your levels,
with some comments to accompany them?
Kenn: For my commitment to HeXen
II and its affiliated HeXenWorld
project, I was fortunate enough to put out two single player maps for the Mission
Pack and a DM map for people to enjoy with the super cool new HeXenWorld
project. I would like to talk a bit about the maps, at Phoeb's request, and let
everyone see into the dark recesses of my mind!
I'm sorry to say that I can provide no screenshots for the levels because my machine
has been down for several days. It should be up and running for my triumphant
return on monday, though... Here's hoping!
The first map I did was the final keep level which serves as a sub boss level
and a transition to the Tibetan area of the Mission Pack. This level caused me
a great deal of pain because it was my first Quake technology map and I found
myself making many fundamental mistakes because of the technology switch. However,
after I got going, it turned out to be a pretty cool level after all! And believe
me, I learned everything I could learn about mistakes and how NOT to make a Quake
engine map! =) My goal for this map was to make a good single player experience
that successfully made the transition to DM map. Once I pulled all of the entities
out and added some "optimizations," I think that this map should be equally fun
in Death match as it is in Single Player. That is one of the things that I admired
most about the original Quake was the smooth transition from playing an SP map
in DM format. I hope I was successful.
The second map that I did was the seventh Tibet level. This level is part of a
"mini hub" with a level of Tom Odell's and one of Matt Pinkston's levels. This
level was a pain in the ass to script as I and Jon can attest, but the end result
was well worth the effort. I am particularly proud of this map and I hope everyone
is successful in finding all of the secrets I hid within it! =) I'm not telling...
As I figured, this map was much easier to do because now I was familiar with the
editor and the technology and all of the traps and pitfalls of Quake level design.
This was a level that I thoroughly enjoyed working on.
The DeathMatch map that I did for HeXenWorld
was a ton of fun for me to do. Originally, I was building it to release on the
net and I was using the Tibetan texture wad we used in the Mission Pack. However,
at the request of Rick Johnson, I dragged the completed map architecture to a
new location and retextured it with the Roman texture wad used in the original
HeXen
II. Rick liked my level and wanted to use it on HeXenWorld.
I enjoy this map because it is fast paced and symmetrical and wide open... No
lava to mess with and no traps to slow you up, just pure and simple fast paced
death! Just like all DM levels should be, in my opinion... =) This one's a keeper...
Phoebus: What music did you listen to while working on your levels?
Kenn: When I'm designing maps, I generally listen to "the big three!" Those being
KISS, Judas Priest, and Iron Maiden! They seem to provide me with the motivation
I need to sit still long enough to get some work done! Because once I start listening
to one of their albums, I'm not going anywhere until it's done! Fortunately, I
have a five disc cd changer at work and that keeps me in new music for hours on
end.
Phoebus: What was the feel you hoped to accomplish playing your levels?
Kenn: As I mentioned earlier, I want people to get enjoyment out of my levels
in both single and multiplayer games. It's tough to design for both, but I did
the best job that I could. Hopefully, everyone will approve!
Phoebus: What other levels have you done (for any other games, commercial or
otherwise)?
Kenn: I did several levels for Take No Prisoners from Raven and Red Orb Entertainment.
TNP was my first game, as it was for Jon Zuk (the Mission Pack lead designer)
and Bobby Duncanson, another MP contributor. I think that of the twenty-three
levels that were released in the game, I designed or co-designed about seven of
them. But, we all sort of lost ownership of "our maps" in the final months of
the project where no one was safe from working on everyone else's maps. Aren't
bug lists just tons of fun? =)
Phoebus: What other levels inspired them?
Kenn: I can't really say that any other levels inspired the levels that I did
because of the nature of the HeXenWorld.
Reading books about castles and Tibetan architecture helped immensely as well
as looking at other MP levels that were completed before mine were started. I
was pulled in in the middle of the project to help out, so I was fortunate to
have some maps by Jon, Jeremy, Tom, and Mike to look at to get me started. I guess
those were the levels that inspired the ones that I did.
Phoebus: What other level designers inspire you?
Kenn: Right now, the only level designers who inspire me are the ones who work
with me here at Raven. Why? Because these are the guys I'm in the trenches with
every day. Eric Biessman in particular is never at a loss for ideas and inspiration
and I look to him often for advice and guidance. I have never met any other level
designers from other companies, so I can't say that they have inspired me. However,
playing Quake, Quake II, and HeXen
II has certainly given me all of the inspiration I need to continue
working on Quake Engine games! =)
Phoebus: Any other comments you'd like to make?
Kenn: Thanks for the opportunity to talk about my work on HeXenWorld
and the HII Mission Pack. Both should be released soon and I think that people
will enjoy them very much. Cheers!
Phoebus: Thanks, Kenn!
[Back to the top]
|
|