Interviews with the Rune Mapping Contest Winners
By Tricia "Kazi Wren" Harris
March 18, 2001
It seems every game fan dreams of one day working in the gaming industry. For
some, the dream is never realized. For others, opportunities crop up that allow
them to show of their talent.
In January, Human Head
Studios announced a contest that asked amateur mappers to create a map
for the company's upcoming add-on pack, Rune:
Halls of Valhalla. Seventy entries were received, and of those eight
winners and runner ups, as well as several honorable mentions, were selected
in February.
Seven of the mappers will have their work added to retail add-on pack from
Human Head and publisher Gathering
of Developers. Winners selected for Rune: Halls of Valhalla will receive
full credit in the add-on CD and manual, an autographed copy of the original
Rune and the add-on pack, and a special Rune T-shirt.
After the winners were announced, I sent e-mail to each asking them to respond
to a few questions about the maps they created and how they did it. Everyone
had a different idea of what made a map grab the attention of the Human Head
judges. Read on to learn more about these creative people.
DM-Havlamahl by Eric
"Swartz" Evans
DM-Gates by Heiko
Dreyer
DM-Hudson by Jannis
"Dr.Pest" Borgers
DM-Ingles by Hayden
'Salvation' Wilkinson
DM-LostCrypt by Mike
'Oriain' Ryan
DM-Valhalla by Josh
"ReMoRsELeSs" Tyrell
DM-Zorn by Paul
"TAZ" Mader
Runners-Up (maps free for public download)
DM-Glacier
by Chris 'Plutonic'
Blundell
DM-Warlock
by Mike 'Oriain' Ryan
DM-Wendol
by Mike 'Oriain' Ryan
RuneGame.com: How did you come up with
the concept for your map?
Remorseless: I just sat down and tried to see what I could do with (the
textures). That was it as far as looks. Now gameplay, which is my highest priority,
I just try to get the most z-axis play I can. Period. It's always nice to me
to be able to have the ability to drop down on your unsuspecting foe.
Plutonic: The concept for DM-Glacier started
as the central feature of a large, outdoors CTF-style map for Rune. It occurred
to me that the layout of the temple lent itself to a small DM map.
Oriain: DM-Wendol -- This one came out of an idea I had to recreate
the bar scene in 'Crouching Tiger Hidden Dragon.' Basically, the young sword
mistress takes on an entire bar full of warriors & beats them down, breaking
all kinds of tables, railings, support beams, etc. in the process. It occurred
to me that the Rune community needed a tavern map that incorporated this sort
of mayhem.
DM-LostCrypt -- I actually started work on this map a few days before the contest
was announced. I didn't really plan it out in advance, it all sprang from the
weird, curvy support beam things I whipped up when I first started the map (believe
it or not). I wanted to make a fairly simple, straightforward deathmatch map
that had a very solid flow to it, plus a good balance of eye-candy architecture/lighting/texture
use. LostCrypt was also the first map in which I seriously experimented with
PolyObj's and secret areas. The crypt theme came into effect later, after I
had completed 90% of the architecture! It was originally going to be a temple
of some kind, but I simplified it a lot, changed most of the textures and dove
headlong into the crypt idea.
DM-Warlock -- This one came out of sheer and utter desperation. I had a killer
idea for a map based around a Dwarven forge, with weapons & powerups rising
and falling on chain-operated "manufacturing trays" from lava pits. I even had
a rudimentary hammer assembly line planned. But nothing -- and I do mean NOTHING
-- I tried to implement was working as it should have and I scrapped the idea
entirely. With something like 7 days left to go in the contest, I tried adapting
the center room of my forge map by removing a big lava pit in the middle --
that became the central room with the 3 levels & from there the ideas for a
wizard's study/vacation home (heh!) just sort of bubbled up from nowhere.
TAZ: The Concept for the map was in the beginning a sequel to my DM
series "Vocant" for Unreal Tournament. The idea was a kind of "Winter Vocant".
Swartz: Hmm... ok, well I thought "Viking" which to me means somewhat
dark and mixed with outdoor environmental "action". I also felt that rune being
close combat action needed to have somewhat limited amounts of "outdoor" areas...
It's not like you can snipe a guy with your hunting knife.
Heiko: Hmm, I didn´t really had a concept in mind as I started the map,
I just opened the editor and built some rooms with these new cool textures (quite
difficult to get used to the style, if you´ve never made a map for a Viking
Game), the map became bigger and bigger and finally it was done. I tweaked it
a bit (especially terrain and lightning) and added a trap to get away from the
retail style. I did not have layout problems or something, though it was totally
unplanned.
Dr. Pest: I first tried to rebuild "Dol Amroth" from the "Lord of The
rings" (/me is an absolutely mad Tolkien fan!) I started drawing a floorplan
for a coast with a secret temple in a cave in the back. But then I realized
that this wouldn't be better than any other "run around" map. Yeah, then I saw
a commercial spot on TV, and there was a scene in front of an old castle. I
opened the editor, beginning with a lake surrounded by high cliffs, and then
I built a castle in the middle...
Salvation: At first I wanted a one vs. one map, that put the players
in Stonehenge, but Stonehenge seemed to boring when I looked at it. So I figured
I would put it on top of a mountain,Throw in some water, and make it an Island
in the middle of nowhere.
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