After 1 1/2 years in development and honorable mention--even unfinished--by
Warren Spector, we have with us new, playable content in the form
of Hotel Carone.
And we've yet to hear a negative comment about it in the multitude
of Opinions expressed by the community.
As with most stuff that ends on your HD instead of the author's Recycle
Bin, the publicity on this project is non-existent. So, after a bit
of blackmail and bribery, carone, the Author, answers a few questions
about the development of the mod.
Interview
[PDX] Which would you call Hotel
Carone: a Modification or a Fan-made Mission?
[carone] "Mod" seems to be used(when associated
with playable missions, not "mini-mods") for a project
that has alot more than just new maps and maybe a few custom classes.
In that case I'd have to call Hotel Carone a mod. It has lots
of new code, models and textures. Altogether more than 100 custom
classes.
[PDX] How long HAS Hotel Carone been in development?
[c] About 1 1/2 years, with short breaks in between.
[PDX] Style of design: "work like mad for 48 hours,
then leave it alone for a week," or a "little bit every
day"?
[c] More like the latter. Constantly working on it, with
short breaks every few weeks. Of course, long sessions of working
on it weren't rare. ;)
[PDX] At what point did you realize the project was more
than just an experiment?
[c] Probably when the PDX contest came up. I saw a chance
of doing rather well in that contest, but I was aiming too high
and couldn't finish it on time. It was well worth submitting it
anyway, though, in my opinion. :)
[PDX] As you worked on the project, you undoubtedly gained
new skills and learned new tricks. Was it a problem to integrate
this new knowledge with older work that wasn't as well-executed?
[c] Yes, it did. It caused some of the delay. I went back
and changed what I didn't like anymore. There still is lots of
things I don't like, but at some point one has to give up on that
or it will never get finished.
[PDX] How did you develop the Story and Plot in a project
that started out as an experiment? Did you just allow it to play
second-fiddle?
[c] At first, definitely yes, since I didn't build the
maps around a story but I created a story to suit the map I was
working on(the hotel map). Once I had a basic idea of what this
plot was going to be, that changed a bit.
[PDX] What kept you working on the same project for such
an extended period of time?
[c] I've been asking myself the same question many times.
;) Actually, I think partly because of the comments I've been
getting on my work in progress, and especially the "honorable
mention" by Warren Spector. The main thing that kept me going
was that it was simply fun making this mod. You're a level designer
yourself, I'm sure you can confirm that editing games is highly
addictive. [Indeedy. -Ed.]
[PDX] Any lessons learned that would be helpful to other
modders?
[c] Don't quit. Actually releasing something big is quite
exciting. :)
[PDX] Now that you've released, what do you plan to do
next, outside of a patch with bugfixes(if necessary)?
[c] I should concentrate on my studies a bit more now.
But I will also be making a map or two for a friend of mine who
is creating his own 3D game engine. And I will keep going to #dxediting
on irc.starchat.net to flood the channel(and to help people with
Deus Ex editing related problems, of course). ;)