
barney (aka n@rby)
full article (polls, links, images, and text) @ http://csnation.totalgamingnetwork.com/articles.php/9/
CS-Nation: Tell us what makes this map different from your other classics, like de_aztec and de_inferno?
Barney: Its a more believable setting for one, and lacks incredibly bright lights. It's also designed more for non scoped rifles, though I'm sure people will find
uses for the awp.
CS-Nation: The first versions of all your maps seem to get fine-tuned in subsequent releases of Counter-Strike. What are you doing to make sure your latest map is great right off the bat?
Barney: LOTS of playtesting. Then more. Then some more. Then I realize I've forgotten to send cliffe a vital update and swear repeatedly.
CS-Nation: Are you using new mapping or lighting techniques? How will you make your map look good under the aging Half-Life engine?
Barney: The map is very light orientated, lots of mixtures of lighting styles, spotlights, daylight, shadows and glows. I'm using slightly larger scale textures than I normally use, 256x256 (rather than 128x128) for the most part, walls and floors for example. This gives greater texture detail and a smoother appearance
About Barney's World
CS-Nation: Tell us a little bit about yourself?
Barney: My names Chris Auty, I'm 19 and am living in North England.
CS-Nation: So what is the goal of Barney's World (http://csnation.totalgamingnetwork.com/barney/)?
Barney: I just wanted a place i could upload images, release maps and have a general center point for my work, rizzuh was kind enough to make it and hosted it on csn (thx rish~).
CS-Nation: Any particular reason you ended up on CS-Nation?
Barney: Well rizzuh wrote the code for the site, so he suggested we host it on csn since at the time they were looking for subsites to go with the new csn image.
CS-Nation: What kind of new content can we expect to see in the coming months on "Barney's World"?
Barney: I'd like to add some new maps, and add some custom maps for download. More tutorials, more links and generally pad the site out some more
About Mapping in General
CS-Nation: What gives you your mapping inspirations?
Barney: TV, movies, the real world. Anything and everything
CS-Nation: What's your favorite part to work on?
Barney: The first room, because it usually decides whether the map will be good or not. You get the feel for it early on
CS-Nation: Have you ever killed a project after only making one room (even if it had a good idea)?
Barney: Yes many times, I've made entire maps and scrapped them
CS-Nation: Is there anything in worldcraft/map making that drives you nuts and wish wasn't there?
Barney: Invalid solid structures, forgetting to de-select "make cylinder", stuff like that.
CS-Nation: When you make your maps do you do your own texture work?
Barney: nope, I'm possibly the worst texture artist in the world since the blind man with no arms managed to install photoshop.
CS-Nation: So do you grab them from the web or enlist the help of others?
Barney: Usually i work with a texture artist, depends if they can put up with me requesting endless changes to textures
| workin' with narby CS-Nation recently sat down with MikeZilla, a texture artist at Gearbox who has worked with Barney in person and online. CS-Nation: What maps have you helped Barney out with? MikeZilla: A failed london one, a failed aztec retexture, a bit of help on the inferno retexture. I worked extensively in person on the condition zero maps with Barney. CS-Nation: Do you think a map can be good without a nice texture job? MikeZilla: Well, if the map is fun enough it can get a nice following. Like assault is still very popular, although if that map was released today people would rip it up for being so ugly... I think now a days a map has to look good as well as play good. CS-Nation: You worked extensively with narby for Condition Zero. What did you guys learn from eachother? MikeZilla: I learned why not to talk with my mouth full at a bennigans... and narby learned not to sit across from me... No, I definitely learned a lot about mapping from auty. |
CS-Nation: What did you contribute to the CZ project?
Barney: I worked on Trailerpark and Stadium as well as playtesting
CS-Nation: How much time have you been directing to CZ, has it turned into a full time job at this point?
Barney: I've been working on the project for the last 6 months, flying back and fourth occasionally for meetings etc. Shortly before Christmas they made me a full time offer which i accepted.
CS-Nation: Describe for us your maps you made for CZ (if you can)?
Barney: other than the names and screenshots that have been released, i cant really comment :) You'll have to wait and see.
CS-Nation: What kinds of new features can people expect to see in Condition Zero maps that they couldn't have in CS?
Barney: You can expect a whole series of new weapons and gameplay, lots of visual enhancements, weather audio and effects. Some really cool stuff has been done to the engine that will update cs and halflife to a new level
| new to mapping? We asked narby for some advice on how to get started in mapping Barney: I posted a starter guide on my site in the news a little while ago, I will make it into a faq for those who want to get started in mapping. You can get my video tutorials from the media page (http://csnation.totalgamingnetwork.com/barney/?page=media). The best site for getting off the ground is the Valve ERC (http://www.valve-erc.com/). Here's a little step by step: » Get Worldcraft 3.3 (http://www.valve-erc.com/files/?file=/files/resources/worldcraft3.exe) and the CS .fgd (http://dl.fileplanet.com/dl/dl.asp?counter-strike/countermap/cstrike_wc33.zip). » Read the tutorial (http://www.valve-erc.com/resources/?page=wcsetup) on setting it up. » Make your first room (http://countermap.counter-strike.net/Tutorials/tutorial.php?id=50)! » Now you're rolling, read the tutorials @ countermap (http://countermap.counter-strike.net/Tutorials/) and valve-erc (http://www.valve-erc.com/resources/) » Finally, you're going to need to compile so read this tutorial (http://www.vlatitude.com/tutorials.php?tutID=39). |