The Q3A Bus Hits La MesaLowtax
down the highway, leaving a trail of gibs in its wake, the Q3A
bus pulled into La Mesa to wreak incredible damage to an unprepared
CompUSA store. The sheer trauma of the event left me no choice
but to go out with Paul, Anna, Hellchick, and the CompUSA guys
and drink heavily.
is an exclusive shot from the newest Q3A test. I'm spacing
them out among the pages of this article in the hopes that
you'll read the entire thing and generate more ad revenue
for our network from our ad banners. HA!
On the Road Again...
Kang first informed me that she and Paul Steed of id Software
would be hanging out at the Q3A bus stop in La Mesa, California,
I was determined to get out of the office and cover it. Despite
my bosses pleas of "But Lowtax, you're required to be in
the office 16 hours a day" and "Couldn't we send any
better writers than him?", I bolted from of the Gamespy offices
in a drunken rage, pausing only to delete all the porn from my
shared drive (gotta have priorities). As I jumped into my bitching
Camaro, Hellchick busted into the passenger side, exclaiming,
"If you're going to cover the Q3A bus, at least take me with
you. I'll try to stop you from getting drunk and making too big
an ass of yourself." Now that's love, folks.
drive to the San Diego / La Mesa area stretched into what was
easily an 18 hour excursion, as California traffic laws dictate
that on any given weekend there has to be 15,000 sports-utility
vehicles crammed into each one-mile section of highway. However,
being stuck in gridlock for hours in sweltering heat while surrounded
by SUVs the size of convenience stores didn't depress me, for
I was on a one-track mission; I was going to see the Q3A bus.
Nothing would stop me, not even the border patrol that was waving
frantically and drawing their weapons!
Get Onto the Bus!
in sunny La Mesa, I was immediately greeted by the sleek, black
Q3A bus. Like a scorched bullet basking in the glow of the sun,
the bus had already gathered quite a large group of interested
gamers. Lining up across the parking lot, the impressive crowd
of people were anxiously awaiting their 20 minutes of fragging
fame aboard the high tech, mobile, LAN party of doom. Anna Kang
came out of the bus, cool and rejuvenated after beating some poor
fool into a coma after he accidentally captured her image on film.
After confiscating my camera and forcing me to swear on my mother's
grave to never even think about possibly conceiving an idea to
take a picture of it, Anna showed me a small folder containing
the 20 or so planned model designs for the final version of Q3A.
She then explained that Paul was running a bit late, but his plane
had landed and he was supposedly on his way. After brainstorming
reasons why Paul had not arrived, we were unable to come up with
a plausible explanation (we were fairly sure there weren't any
strip clubs on the way to the CompUSA).
front of the bus. There were some hoodlums in the tent to
the right. They harrassed me. They had cups too.
showed up and was immediately surrounded by reporters and cameramen
wanting his opinion of Unreal Tournament and Half Life. Like a
trained assassin, Anna deftly swept in and pushed all those people
into oncoming traffic, leaving me free to conduct my interview
with the man himself.
"Skeletal animation. That's the big thing right now, and
everybody's talking about it. Back during QuakeCon, you told
me how you wanted it, but John didn't want to implement it.
Now that it's in, how have things changed?"
"The problem is, I wanted it, but he didn't want to do
it, because it's a lot of work. Now he has to do it because
if he doesn't, you can't run the game. He has to get the memory
down. The skeletal system has been put in place purely to save
memory now. I'm not going to be able to take advantage of any
of the power of the skeletal animation system; it's basically
as is. It just takes up 1/3 of the storage space. Next game
I'll be able to plan from day one with the animation system
and really use it. Instead of having 300 frames of animation,
I'll have like 3,000."
"How are you and id Software concentrating on making the
models customizable? Q3A really seems to be a game aimed at
the mod programming community, how is it going to cater to the
"I'm going to do tutorials, I'm thinking about doing a
book in December because I write these magazine articles for
game developers. I've written about 13 articles, 3,000 words
each, I might as well keep rolling through that. I want to write
a book on low poly animation modeling."
page: Paul's erotic dreams, having sex in Everquest, more cool