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D A I K A T A N A   I N T E R V I E W S




Introduction


Wayne W. Smith, aka [21+] Sarge, has so far authored three custom DM maps for Daikatana--Gibcity, Gibcity2 (not a city at all), and Gibcity3 (no cities here, either!)--with another one in the pipe and, he assures us, several more to come. As a celebration of this mapping rennaissance of sorts, and in appreciation for writing a kickass tutorial on custom textures, PDK fired a few questions off to Wayne and he was gracious enough to answer them.

Gibcity

gibcitya     gibcityb


Gibcity2

gibcity2a     gibcity2b


Gibcity3

gibcity3a     gibcity3b


Wayne is a member of the Tread3D development team, and uses Tread3D exclusively for creating his maps. He has released the .map (IONRadiant) and .trd2 (Tread3D) source files for his maps, and has attached no strings to their use (whole or in part) by other authors.

Gibcity.com is Wayne's personal site, and home of his maps.


1) Why map for Daikatana? (see #7-9)


The reason that I make maps for Daikatana is that I very much like the premise of the game and the way it was executed. I had more fun playing Daikatana than I ever did playing Half-Life and definitely Quake3.

2) Why start mapping for Daikatana NOW? (see #7-9)


I was looking for a "game" to get back into making maps and of all the games I looked at I liked Daikatana the best. Believe it or not I do like Daikatana better than Half-Life or Quake3.

3) Did you play through the SP?


I played through the whole game twice and thought it was definitely a "keeper."

PS: I paid full price and got a "cell."

(Ed. - If you're like me, and have no idea what Wayne meant by "cell," he pointed out www.daikatana.com. The bottom-left graphic in the main frame is a "Top Cow Comic Litho Cell Art" that you got if you pre-ordered DK. Nevermind that the page still wants you to "pre-order" DK. *hee*hee*)

4) Any thoughts of mapping for SP?


I have thought about it but never had the inclination to make SP maps. The amount of effort required to produce a quality SP levels is just too demanding.

5) Which EP is your fav (SP and DM)?


My favorites are:

Episode 4: San Francisco 2030 CE. This episode is a "get-down-and-dirty" scenario.

6) Which retail map was your fav (DM and SP, if any), and why? (You're a mapper, I want a real answer for this one. *heh*)


I really don't have just one favorite, I have several:

Episode 1: Japan 2455CE E1M2-Sewer System. Episode 4: San Francisco 2030 CE E4M1-Alcatraz and E4M3-Tower of Crime.

If the level is realistic in ambiance I will probably like it.

7) Was the beta-testing for Tread3D 2.4 the only reason you mapped for DK?


No way! In fact when Joe and Nick were updating Tread3D I had already played Daikatana and it was my idea to ask them to incorporate Daikatana support. As for which game was used for beta-testing that was left up to my discretion.

8) If so, have you any greater (or lesser) appreciation for DK now, having made 3 maps for it?


To be honest, I feel that the more I play and map for Daikatana I come to the realization that it was really the next step in game development. I believe that Daikatana is one step above Half-Life and on par with Quake3 (Ignoring the curves of course). Some players and authors might disagree but if they "really" play the game I believe they will agree.

9) Why choose Daikatana for the Tread3D 2.4 testing?


At the time I figured that with all of its mapping options Daikatana would exercise Tread3D to the fullest.

10) Will Gibcity3 be your last Daikatana map?


Nope, I will be making many more maps. In fact I have started Gibcity4 but this time I will be using custom textures.

PS: Gibcity5 will be based on the Braveheart movie and will include custom textures and music.

11) How long did it take you to figure out Gwog ISN'T a Navy SEAL?


I thought I saw him at a Special-Operations-Forces briefing!

12) The custom texture tutorial rocks.


Thanks, I had fun writing it. My reason for writing it was that I was tired of hearing authors complain about not being able to incorporate new textures and I wanted to see if I could contribute to a solution.

13) Oh wait, that last wasn't a question. What was the matter with the original directions for custom textures that needed to be fixed?


First, without the support of John Romero and most importantly Shawn Green there would not have been a tutorial. Shawn sent me numerous e-mails explaining how each program in the original DKtools worked.

The original directions were good except that nothing worked and this was due to the way "krunch" was executed. All I did was rewrite the batch file and it all seemed to fall into place and it now works.

If there is a lot of demand I will write an .exe that will do all the necessary steps to convert/import textures.

14) So far you've stayed away from E2 and E3, with 2/3 of your released (or soon-to-be) maps for E1. Does that indicate a personal preference for E1's weaponset, or a realization that E1 appears to be the community favorite for DM?


I really don't know if I will ever use the e2 and e3 weaponsets. My mindset is still in the original "Quake" type games with their type of weapons. I believe that is why most players prefer e1 and e4 weapons.

15) Original or new SS7 and Gibbler? Why? (See the note for #6, damn j00!)


Both maps are very good and I personally like any realistic/city type map and have no real preference one over the other. The more the merrier!

16) Do the Tread developers or users give you any shit for your Daikatana mapmaking?


No, they never did. In fact both Joe and Nick were very supportive in providing Daikatana support. As for users, they have never complained as long as Tread3D is tested and works with a minimum amount of "bugs."

17) What's the deal with the name Gibcity anyway? 2 and 3 aren't even cities :)


Glad you asked this one. What originally got me to try mapping was a series of maps by Bruce Oberleitner called Fragtown. After I played his maps to exhaustion I was looking for a "signature" for my maps and I came up with the name Gibcity.

18) Any special mapping techniques you use? (Tread-specific or general.)


    The following are the steps I use but other authors my have their own:
  1. Make a rough sketch of the proposed level on paper.
  2. Layout the map in "block form" using an editor.
  3. Refine the design and add textures "as-you-go."
  4. Add, "fluff" to the level.
  5. Add weapons and health.
  6. Try to find quality "beta-testers."

19) Where do you turn first for inspiration?


Movies, real life and other authors work.

20) Soapbox! Step on up and say whatever you'd like.


Ok, it's soapbox time:

First and foremost I believe in the free flow of information and this goes from developer to author to player. You would not believe the amount of unanswered e-mails I have because somebody chooses not to answer a question I asked him or her. John Romero and his team have always taken the time to answer my inquiries and in my mind he is the epitome of game developers. I truly wish more game developers were as open and friendly as John.

Us authors should be doing more to encourage other potential authors. In an attempt to encourage others I will be releasing all my levels in .map and .trd2 format so that others can see how I have done things. Most importantly there will be no conditions attached to these releases. If an author wants to use parts of my maps just go ahead and do so and I do not even ask for recognition. If this encourages only one person to start making maps than my goal will be realized.

Programmers; WTF is up with you people. Excluding Joe and Nick you people are as anal as anybody I have seen. Talking about keeping secrets for what ever reason programmers never want to share their source code so that other people can learn. In desperation I have signed up for night school to learn Visual Basic and C++ and in the future any program that I author the complete source code will be available. I plan on trying to author a front end compiler program for Daikatana and in the not to distant future authoring my own editor program. (I only hope John tells me what engine his new game will be based on.)

Now, as for Bruce and Dan from planetdaikatana, I must thank you guys for supporting players and authors to the max. Both of you have done more than anybody in promoting Daikatana and gaming in general and for that you deserve our sincerest gratitude.



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