MetHy, on 17 November 2020 - 01:17 AM, said:
MetHy, on 17 November 2020 - 01:17 AM, said:
Very positive... there's only one time in my career I recall using geo from someone else's level as part of my personal layout and that was the black light table in SiN's Oilrig which was deliberately pulled from Mike Wardwell's original version of Oilrig as a nod of respect for throwing out his design as well as I liked it as a structure. There's rarely a reason to use someone else's geo back then and TONS of reasons not to. The sector numbers you mentioned reinforce my point that the idea of making a vehicle crash into the jail to free you was the original premise and the rest of the map evolved around it. Top Secret used some of Robert's stuff but that was a conscious choice by us and a spinoff in the bonus space for the teleport experience, not part of the original level layout.
MetHy, on 17 November 2020 - 01:17 AM, said:
When MM was being built there would have been no reason to suspect Shawn wasn't going to finish a map for the project and receive normal credit. You're applying post-hoc information that didn't exist at the time the Carib levels were being built.
MetHy, on 17 November 2020 - 01:17 AM, said:
The original presentation was a much seedier setup. The hotel was just a rent-a-room for an hour sort of establishment to give you the context. Robert made about half of the surrounding market more "respectable" appearing but left others more favela like. So the hotel remained a rent-by-the-hour establishment, but it was now above what would be considered the more wealthy portion of the market which I liked a lot. Bars on businesses are not unusual sights in those sort of establishments. The TV screens at the "reception" area were part of the rent-by-the-hour nature of the hotel.
MetHy, on 17 November 2020 - 01:17 AM, said:
All Robert. I had also forgotten that existed until you just mentioned it... which will actually double down on something I'm going to mention about Full House later.
MetHy, on 17 November 2020 - 01:17 AM, said:
I don't know much about Duke Xtreme. My only involvement with that was spending evenings talking to Jeff Armstrong since he worked in one of the labs at UT Austin while I was a student there. He and I chatted about what he was doing and I gave tips where I could but otherwise was focused on Duke DC. Years later I was surprised to learn Robert had built (more likely just polished and submitted existing) levels for it.
I was at Sunstorm during Route 66 but fully focused on Wanton Destruction. Well... WD and also focused on getting a job at Ritual. I didn't get much sleep during those months.
MetHy, on 17 November 2020 - 01:17 AM, said:
I mean, this is a pretty strong clue. Robert was quite OCD about stuff like that... which is precisely why he has a style all his own. He would not hesitate to rebuild from the ground up if it meant doing it right and he considered what he was working on "his".
In addition if I understand right... Full House doesn't have any tagged secret areas. Robert *loved* secret areas and it was not uncommon for his design effort to give as much attention to the approach and experience of a secret area as the main path. Full House having no tagged secret areas doubles down my confidence that it was a space Robert needed to get up to snuff quickly but otherwise was not a design he considered his own. He added that secret area to MM but didn't consider the map his design. FH having no secret areas tagged and planned from the start is a bit like the PAL inconsistency to me.
MetHy, on 17 November 2020 - 01:17 AM, said:
Yeah, even having a personal history with him I try to respect if he doesn't have a publicly visible contact to just not dig too deep. In years past he always had a portfolio or eventually the GooglePlus page. Considering that anyone sufficiently motivated can find how to get a hold of me... I now leave it at if he wants to chat he will.
MetHy, on 17 November 2020 - 01:17 AM, said:
Honest answer is at the time I thought it was more fun to have to balance trying to attack blindly from the "safety" of outside the curtains via grenades/etc. vs penetrating into the cabin and fighting with visibility. That falls into a similar "design regret" for getting the key below the plane and off the tail where I would certainly adjust them now though I would try to retain the spirit. To be quite frank, I'm amazed the Sunstorm levels turned out as well as they did... we had virtually no player feedback loop for iteration. What you see in most Sunstorm levels is more or less the first pass of the level designer with only some modest playtests by far too experienced level designers + Tony and the Deer Hunter guys. Some of the Wanton Destruction multiplayer levels got more studio playtest attention than the single player levels in general just because we loved playing Wang Bang.