
Posted by Fluke at 12:04 1/9/2001.
Following the tail-end of the de_torn hype, Half-Life Italia have interviewed Crinity (mapper of the aforementioned de_torn):BD: What were the major problems that you and Madcross have encountered in the "de_torn" realization? The fans like me asking the wad for their own projects? ;)Crinity: The number of people asking for the wad has been a little...disturbing :) Probably the biggest challenge when working on Torn was in getting the timing right so that the firefights happened in the right places in the map. We did a LOT of playtesting with PODBot right from the start (even before we had a lot of the architecture in place - just routes), which is unusual, since most mappers (including myself) have a tendency to build first and playtest later. For Torn we did it the other way around, and the map kind of grew out the gameplay. We found it to be a great way to work, and I know I'll be using that method whenever I can from now on. There's nothing worse than making a great looking map, then finding out you have to tear down all the great stuff you built because it plays like ass..
It's a long interesting interview that isn't just restricted to the topics of de_torn and Counter-Strike.