Martin Hryniewiecki Interview

Martin's level Place of Belonging scored the highest mark so far on the Only the Best Quake Levels page, with many people saying that his level was better than many id maps! Here's what he has to say...

Tell us a bit about yourself (like how old you are, where you live, what you do in the 'real' world :)

I have just turned 27 on December 17 (The same day Quake World was released). I guess it was a birthday gift :) Now, I just need a T1, or at least a cable modem :) I live in Edmonton, Alberta, Canada. I moved here from Poland five years ago. I have been working in many different places, various jobs. I have been doing more computer work in a last little while. Mostly contract work, designing WEB pages, graphics, etc. I have always wanted to create games, but it's not easy to start from scratch and catch up. I think creating the "levels" is a great way for almost anyone who has some talent and a lot of dedication to contribute to the gaming world. I would like to pursue that career. The amount of offers from different people who have seen "Place Of Belonging" totally surpassed my expectations :) I appreciate all of them. There is just not enough time to be involved in so many different projects.

Did you edit Doom levels before Quake? If so, which levels did you design?

I have done a bit of research in regards to Doom editing. Reading various articles about the concepts involved was a big part of it. My "designing" experience really started with Quake, though.

How difficult did you find it to learn Quake editing?

Anyone can learn how to edit Quake maps. It will take time. Maybe make you frustrated. You might think it was a stupid idea after all. Hopefully, you won't destroy your computer in rage. However, if you really want to offer something to gamers "out there," this is your best chance. It wasn't any different with me :)

What was the most difficult aspect of it?

I have wasted a lot of time fighting "leaks," that shouldn't have been there. One has to be very careful not to leave any "unsealed" areas. I spent more time on leaks in "Placebo," than on the rest of it. I have not had one leak in my new map. I guess you learn a lesson. The real challenge right now is to take our simple modern world, with its plain, straight walls and twist it back into weird, convoluted shapes of the fantasy worlds of Quake. I have never done any Doom maps, but I still tend to think in "Doom terms." Look how horizontal "Place Of Belonging" is. It is hard to make a transition. It's not easy to sketch 3D maps on 2D paper :) When I see Romero's multidimentional military bases, I just want to get inside this guy's brain and figure out how it works. I wish someone wrote a manual on engine limitations and made it available. Your imagination will most likely exceed the ability of the Quake engine. Then you will have to discipline yourself.

How much time do you spend editing a week?

I have spent a lot of hours working on Placebo. I have burned myself out. I am getting back to pace and will be back to probably five or more hours a day. That should make it a consistent 35 - 40 hours a week.

Which Quake editor do you use?

Worldcraft is my editor of choice, for now. Placebo was designed entirely with Quest.

What do you think are its best features?

I absolutely love the ability to align textures without guessing and leaving the map. The textured preview can save a lot of time, too. Ability to group areas of the map and only work on selected ones, is invaluable. The simple "one button" compilation process. Being able to see the dimentions of your entities, for more accurate placement. Carving is much better than in Quest. Keyboard shortcuts, plus easy layout of the editor.

What features do you think would improve it?

It needs vertex manipulation, without question. Also, full model preview of entities was one of the best features of Quest. It doesn't crash nearly as often as Quest did, but there is some testing required with very large maps. I wish for a better implementation of creation of wedges (maybe I just don't understand it :) Clipping of distant areas would be great too (alas Quest). Is it only me, or everyone else's cylinders always seem screwed up? I would like to see every cylinder created with equal length sides, if possible. I can stretch it from there, thank you. Phew!

How do you come up with ideas for your levels? Do you plan or sketch them in advance?

It is a good idea to sketch. It wouldn't hurt to read more books about various architectural styles as well. I wish for more dreams, that I can remember in the morning. I study id's levels closely and take it from there. Understand everything already done, and then create something new. Sometimes, I will walk through, in my mind, an imaginary level and think of different ideas for traps and architecture. If it was a good sci-fi movie, or "Indiana Jones" movie, what would happen to the person to surprise the viewer? What will the engine be able to handle :) ?

What do you think are the ingredients to make a great Single Player level?

Make it error free, first and utmost. Make it well lit. It should have a specific goal in mind. Decide on a "style" and stick with it. Proper use of textures and their alignment, are crucial. It doesn't have to be a "maze." It can unwind in a linear way. A good example is "The Underworld." (by Matt Sefton :) I didn't get lost, it wasn't too difficult, but it was challenging. It had nice architecture and pleasant texture use. One of the few levels I played without "god mode" and other cheats. Shamblers and ogres don't belong in military bases, unless there is a good reason for it. "The Underworld" was the first military base where fiends didn't look out of place. There was sufficient justification.

What is your favourite id map (or maps) in registered Quake?

It's a shame, but I still haven't played all of them. There is so little time, and there are so many good games :) I modeled "Placebo" on E1M2. I am most familiar with the first episode. A real example of something valuable for free. I like the underwater passage in "Grisly Grotto." I like how vast and spacious "Crypt of Decay" is. "Ziggurat Vertigo" is truly unique. When I first played it in DM (before SP), I thought I was really "lagged" :) The original E1 to E4 levels are a work of talented, brilliant designers and and worth every penny I paid for Quake. I am looking forward to seeing the rest of them :)

What is your favourite user created map (or maps)?

"House Of Desolution" started it all for me. I saw it and wanted to make a map at least as good. When I play-tested "Critters" for Jim, I said to myself: "Time to work on your architecture ideas, Martin, time to catch up." There are many good maps and many more coming. I liked Marcus' newest Mexx military base ("Suicide Staccato"), and I liked "Underworld." "Village Of Dread" had nice looking architecture, especially from the outside of houses :) And the "switches" were awesome :)

What is your favourite monster :) ?

I have more favourite monsters than the ones I don't like. I think that Shambler is real fun, and challenging. Fiends really give me a rush, if they can chase me and get to me. Scrags are annoying and a satisfaction to kill. I love the sound when they drop dead. Ogres are interesting because of their grenade use, you have to think "ballistic." Most of the Quake monsters have their role and they play it well, although the artificial intelligence could really be better.

What is your least favourite monster :) ?

I don't like tarbabies. I guess there is one more to see in E4 :) ?

What advice would you give to people wanting to build their own Quake levels?

Believe in yourself. Don't give up. If you feel like you have hit a brick wall, take a break and start again. If you have questions, seek counsel (not a psychiatrist :) There is a lot of good WEB pages, with plenty of information. Avoid common mistakes. Study levels created by others. Save your work in multiple files, if you have problems with leaks. Everytime you have a work in progress that's sealed - back it up. If you can't find a pesky leak, scrap it and restore your backup. Try different editors to see which one feels right. Accept criticism that comes from people you trust. Otherwise, you will not learn. Do a lot of research before you take the plunge. Don't release levels that are not finished, or have errors. Have some friends test your levels and give you feedback. You will get better with time (like wine :)

What are the worst and/or most common errors you have come across while playing user created maps?

Errors that were not fixed. Entities falling out of levels. Monsters stuck in walls. Not sufficient lighting. Making fancy stuff that is not functional in any way. This is not "Myst" we are playing :) Incorrect use of textures. Poor aligment. If you need more textures, make your own. Monsters that don't belong. Not enough ammo or health ( I mean, really not enough :) Too many monsters :)

Who is your favourite id level designer (hint: you can choose people who have left the company :)?

That's a trick question, but the answer is critical for the future of Quake and Quake 2. Everyone should read the article "Egos at id" (from hotwired) (Matt's comment - Wired in the UK, August '96 issue). From my understanding, John Romero was the creative force behind the idea of using medieval and "Aztec" style of architecture in Quake. He wanted something more than Doom 3. John Carmack admits that he would have scrapped all the medieval, metal, and other than "techno-nightmare" levels, if there was enough time. But Quake was already very delayed. If this is true, than what should we expect (and fear) from Quake 2? So, yes, I like Romero's levels. I like American's "metal" style. Tim Willits did some awesome work that is very impressive. Sandy ... I will judge, when I get there. John Carmack can make masterpiece engines, but with John Romero gone, who will deliver the best "worlds" for those engines? id Software will license their engine to other companies. Anyone who makes the best use of it will win the hearts of players. It might not be id, that's all.

Where do you go on the internet for Quake editing help and information and Quake news in general?

Blue's News and Stomped too - although less. I ask a lot of questions. Jim Lowell helped me a lot and so did American McGee.

How did you publicise the release of your last level?

I posted it on ftp.cdrom.com and asked some people to look at it. I contacted every Quake rating site, unless they already had it.

Did you get a lot of e-mail response?

Yes, I did. I want to thank again all of those that sent me their feedback. It encouraged me to work even harder in the future and deliver more quality levels. A very narrow percentage of people that play the level voice their opinion to the author (I don't do it enough myself). If you are a level author and don't receive many responses, it doesn't mean that your level is "bad." Ask some people, don't be afraid. Talk to your friends and others you already know from the net. Some are busy, so be patient.

Finally, what features would you like to see in Quake 2?

An engine that will provide more interaction with the environment. Improved AI for monsters (come on - they are pretty stupid, aren't they ?). Can't they follow you efficiently? Total integration with the net. Ability to change levels fluidly. Non-linear approach. Let users pick and choose levels in any order (well, almost any order). Take it beyond Doom 4, for one thing. Some of the features can be implemented "in factory" without having to look for talented users to "hack them in."

I would like id Software to realise that it is important to get feedback from a variety of players that want to contribute it. Don't isolate yourselves from people. Find out what we want and give it to us (within reason and ability of hardware and software to handle it).

Martin, thanks for your time!

Thank you for interviewing me. I feel really honoured to be selected from such a large group of talented designers. You should really "interview" yourself Matt. If there is any way I can help anyone with their maps or other issues related to Quake, please don't hesitate to send me e-mail.

Interview © Matt Sefton and Martin Hryniewiecki, 1997.