This is a screenshot dump (again) of Grant Creasey’s maps. The PlanetQuake archive had no maps available for download.
No sources currently exist. This is a series of screenshots from an old LordSquart archive website.
As part of the End of an Era cleanup, here’s some Vondur maps screenshots, in no particular order, salvaged from his old website. Note that you can find some of his old levels somewhere on this website.
In perhaps one of Fragmaster’s longest interviews, Jaquays talks about many topics from his background to his opinions on the gaming idustry. Jaquays recounts his lengthy background in the industry, talks about how he designs levels, and even lists the most significant events in gaming history. Fragmaster, a classic gaming connoisseur, even converses with Jaquays
Tom Mustaine, ritual level designer, just bounces off Fragmaster’s strangeness. Mustaine also tells an intriguing story about his life as a gamer and designer and talks a bit about his work and Scourge of Armagon. Andrew “Kolinahr” Wu By Fragmaster / PlanetQuake1997 An Interview with Tom “BSP P1mp, ParadoX” Mustaine Hi there. My name’s Tom
Gaming Nexus devotes equal space to Tom Hall’s upcoming Anachronox and Tom Hall’s brain. An ION Storm founder, Hall tells what made him decide to be a game developer and what he would be if he wasn’t doing what he’s doing now. He also lists many of his influences and discusses Rise of the Triad,
Radpipe converses with id software’s Brian Hook about his job and various technical issues. Hook talks in detail about id software and what it’s actually like to work there. Andrew “Kolinahr” Wu By Russell “Radpipe” Lauzon / PlanetQuake1998 Being the hardware point man for a gaming company is not an easy job, especially when that
Sean Green knows what to ask Eric Reuter, level designer for Epic megagames. Reuter lists the projects he’s worked on before, and answers questions about what intrigued him about level design. Green also asks focused design questions that elicit long and well-written responses. Andrew “Kolinahr” Wu By Sean Green1998 Coffee With Eric Continuing our series
Kevin Cloud, artist, co-owner, and project manager at id, describes the biggest challenges he faced working on Quake II. Cloud discusses art skills with respect to the transition to Trinity. He also describes his texturing tools, the art team at id, and project management. Andrew “Kolinahr” Wu By Alex Dunne / Gamasutra / Game Developer MagazineJanuary
Dakota’s interview with Kirsch, “father of CTF” and QuakeWorld maintainer, covers a good variety of topics, but the excellently focused questions set this apart from other interviews. Andrew “Kolinahr” Wu By Darren “Dakota” Tabor / Captured.comMay 25, 1998 An Interview with David “Zoid” Kirsch The person most closely associated with the success of Capture the
ION Storm designer Steve Rescoe answers great questions from webmaster and mapper Matt Sefton. Rescoe discusses his past and his editing. He also expands on his design style and on the ingredients necessary for a great single player level. He also lists a his favourite levels, designers, and monsters. Andrew “Kolinahr” Wu By Matt Sefton