Game-Interviews.com News Gallery Archive Forum Search |
|
05-12-2005, 01:48 AM | #1 |
Admin
Join Date: Mar 2005
Location: Texas
Posts: 212
|
Last Man Standing Q/A DOOM3
The Last Man Standing mod has taking off like candy. Even popular mod site moddb.com has awarded LMS M.O.T.M "Mod Of The Month"!
Please read up on the interview and if you have Doom3 DOWNLOAD the mod and enjoy! GI: From each member on the team please tell me who you are and what you did on Last Man Standing? Kaiser: My name is Samuel Villarreal and I am a level designer for Last Man Standing. I've also done many other user-made maps for various games such as Doom1/2, Serious Sam, and Quake 2. Hobbes: My name is Tom Tirone and I modified the SP maps for cooperative play. This is my first time with modding and and it has been a great experience. MercyKiller: My name is Stephen Youts and I'm a level designer for LMS. I've fiddled around with several game engines and mapped for Unreal Tournament, but never released anything. BurN: My name is Balal. I'm the webmaster for LMS I also help with random graphics and the maintaining the forums with calimer.. AO: My name is Arne Olav. I'm one of the two coders for LMS. I joined the team right before the first release and I've been working on fixing a lot of the minor and major bugs in multiplayer so people could enjoy LMS with friends. I've also been making sure we organize all assets in the most effective way. iten: My name's Joel Armstrong, and I'm the other coder for LMS. I was asked to join after I made a big ruckus in the Doom3World forums with my supposed coop mod really just a modification to attempt to get monsters to show up that ended up getting scrapped. I've been doing pretty minor things coding-wise, but I've been trying off-and-on to help focus the team in order to get 0.4 on track (though not nearly as much as our leader, calimer.) Calimer: My name is Michael Tomaino, and my jobs are Lead Organizer, Public Relations, and when I get the chance, mapping. In addition, I am one of the two original founders, the other being Altheus Stone, who is working with us now as an Art Director. Mainly my job is to keep us on track for the releases, and to make sure we can reasonably accomplish the goals we set. Also I try to spread the word about the Mod and form relations with the community. In addition I am the creator of the infamous map fortcomp which was the first official Last Man Standing Coop map that featured the gameplay we wanted to show the world. Altheus Stone: My name is Scott Penner, and after taking a sabbatical to work on personal endeavors, I'm back to help out with Art Direction. Calimer and I started out trying to create a very specific type of experience for our players, so I suppose I'm back now to make sure that the very look and feel of this mod represents what we originally set out to do. Outside the mod I'm a freelance modeler and concept artist. GI: When was Last Man Standing created and thought up? Calimer: Altheus and I had been wanting to create a game for a few years previous to the formation of the mod, though the concept for this mod was thought up around the time of the Doom 3 release. We had been debating about whether to Mod with HL2 or Doom 3 for some time, but since Doom 3 was supposed to come with linux support and seemed to fit our concept a bit more, we went with Doom 3. We actually had a much bigger project in mind before the start, but we decided we wanted to start with something "small and simple" and work our way up, but it turns out even our small project was more complicated than we expected. It sure has been fun though, and I'm definitely glad we decided to add support for the single player levels, even though originally that was not in the plan. GI: How did the name Last Man Standing become the name? Calimer: Altheus presented it to me as an idea for the mod and I thought it sounded good. We didn't realize that it was a gametype featured in Doom 3, whoops. So now in an attempt to be a little less confusing we try to go by the name Last Man Standing Coop. I think that a complete name change would have been the most confusing option. GI: From the first release to the next what is the best feature in Last Man Standing? Kaiser: That would definitely be Co-Op support. Nothing beats blowing away imps with a friend! MercyKiller: Co-op is a big feature that AO and Iten have done a kick ass job on. There are also cool smaller features that are being worked on, like turrets. Calimer: Co-op of course kicks ass. I personally have really enjoyed the fact that the mod features a lot of action and has varying play. Unfortunately the concepts such as killfest have not caught on as much as we had hoped, but I still definitely enjoy playing the maps. It turns out that players were much more interested in working together against the monsters than competing against each other. Another feature I like about the mod is the flexibility. Nearly any map that features monsters can fit into the mod. This allows for a lot of creativity to be included in the mod which is very fun to see throughout our maps and other areas. GI: Doom3 is known for its weapons and getting scared. What did you do to add to this? Kaiser: Last Man Standing is all about action and carnage. Instead of scaring the players, we make the player panic by including hordes of demons that are unleashed in their path while being supplied with enough arsenal to keep them going. This and the addition of coop mode makes up an enjoyable experience. MercyKiller: Like Kaiser said, it is not so much about getting scared as getting the adrenaline flowing. Ammunition conservation is not really an issue with LMS - figuring out how to deal with several monsters attacking you at once is more important to the gameplay. Revility also did a great job on the double barreled shotgun. Calimer: Last Man Standing Coop is about inciting panic in the players by unleashing the gates of hell on them. We have several map types, such as some where you have to defend something against swarms monsters, others where you face unlimited waves and see how long you can survive, and then we have more progression style maps. We do also plan to create some maps that more resemble the single player maps, though we have some of our own ideas on how to scare the players which I think will be effective, to say the least. Altheus: All along, the goal was never to really change the look of the game. I wanted the maps to retain their ominous, cold steel appearance. What changed is the way the game flows. Doom 3 is slow-paced and cautious. Enemies pop out from nowhere to scare the bejeezus out of people. Our mod aims to bring the action straight to the player, with the goal of, as calimer said, inciting panic. GI: Whats next for the mod? Kaiser: We are currently planning a mission mode where the player goes through a sequence of levels like SP Doom 3. And we are thinking up a story to go along with this mission mode as well as getting together brand new maps. MercyKiller: Personally I'm trying to take some of my levels outdoors. The progression style levels in the mission sequence will feature more action than the single player levels, because we're not focusing on making them scary. AO: Code wise there's a lot of things to improve which is going make LMS an even better experience for players. Feedback from fans have been great and we have a list of things to improve/fix to keep us busy for a long time. What I'm most excited about is improving the net code which has a lot of potential. That's one of the long-term goals though, the improvements for the net code will be incremental. Calimer: Currently we are working on polishing up the content we already have, this mainly includes the maps and code. We have around 25 maps, and a good amount of them just need some minor tweaking to be playable so I think it is important to get that finished before we move onto the next mapping project. The next mapping project, as Kaiser mentioned, is a mission pack that should resemble the single player levels a little more than our past maps. Also we are eagerly awaiting the 1.3 Doom 3 patch so that ROE players can play LMS without having to use workarounds. We also have many other concept ideas we have been playing with, so there is much more to come!
__________________
Aaron "BlueWolf72" Molloy Admin Phantasy Star "Blue Burst" "NEW GAME" Auto Assualt "NEW XBOX GAME" Hosting Last edited by BlueWolf72 : 05-12-2005 at 02:06 AM. |
Display Modes |
Linear Mode |
Switch to Hybrid Mode |
Switch to Threaded Mode |
|
|