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  • Interview with Casey
    RawShark's map author interviews #3

    Author's name: Casey
    Website: None at present
    Maps to date: Courtyard Conundrum (Q3WCTF2), Q3WCTF3 (Finnegan's Revenge), Area 15 Nvidia Bunker (NV15)

    RawShark: So Casey, mind if I interview you for Quake3Stuff?

    Heya, sure no problem.

    RawShark: I don't have any website info for you - where is your current website?

    Casey: I don't really have a web site of my own right now. I have a private local web site with a Portfolio and such that I send out with résumé's, but I don't want to clog up my cable connect by making that public. I may eventually set up a web site somewhere, but I'd rather put more effort into mapping.

    RawShark: What's your current project all about?

    Casey: I'm currently working on another level along the lines of the NV15 level, but not as rushed, and much better overall. I'm also trying to find the time to build my own pak of 6 or so Q3 CTF Levels.

    RawShark: Great!! Speaking of CTF maps - the Threewave CTF Addon was an important landmark in the history so far of Quake3. Do you reckon you'll ever do anything like that again?

    Casey: Absolutely, I'm just trying to juggle paying my bills and level editing. I'll have a bunch more Q3 CTF maps out as soon as I possibly can.

    RawShark: Have you ever visited Quake3Stuff.com, and if so, have you read the reviews of your maps there?

    Casey: Yeah, I read everything I can find on the net that pertains to levels, hardware, and gaming news. Sites like Quake3Stuff.com are great because they tie everything together and make it easier for people to get levels and news.

    RawShark: Which do you prefer - gothic or tech maps?

    Casey: My favorite texture set in the history of Quake games was the Q2 base, because it made building really easy; pillar - wall chunk - trim - repeat. Now that Q3 is out I still prefer the Tech style, BUT, Q3 Gothic is very forgiving and a much easier texture set to work with. Gothic also has 3 times the textures compared to Tech, and some of the Tech textures are either odd or don't really go well with each other. Making maps with the Tech textures is a far steeper learning curve, but I plan to make more maps with it since I've seen a lot of people on the net screaming for more Tech maps.

    RawShark: Who is YOUR favorite author?

    Casey: I'm really impressed architecturally and graphically with the ID Quake3 maps, but with the way the maps get handed off to other designers and the artists there it's hard to say who really made each map. I've always been really impressed with Zoid's Quake2 levels, he did a great job on them. As far as Q3 goes, one map that really caught my eye was 'Two Halves' by Suicide20, it has what a lot of my maps lack, which is a lot of different elevations, with more of a 3D feel.

    RawShark: What is Zoid like to work with?

    Casey: Zoid is awesome to work with he loves games and gaming more than anyone I know. I'm looking forward to hooking up with him again in the future and hopefully making a whole game. We work really well together, and do well bouncing ideas off each other.

    RawShark: Anything you'd like to say yourself to the Quake3Stuff readers?

    Casey: Not too much, just a request for other map authors to keep up the good work and help get more CTF maps out there.

    RawShark: Thanks millions Casey. Keep up the excellent work m8.

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