PlanetDeusEx | Features | Spotlight | Musician
Musician Interview

Fan-made modifications are one of the principal parts of the Deus Ex community, and Deus Ex Ed with it's innovative, automated design is one of the largest resources on the subject. The site's creater, Musician, was gracious enough to answer our inquiries about the site and it's history, as well as other sundry topics.

[PlanetDeusEx] Superpowers. Got any?

[Musician] Well not per say but I do consider an ability to consume large amounts of alcohol quite impressive. But if drinking is a superpower then I live in Krypton, i.e. Ireland, where most of us have this superpower anyway.

[PDX]
What gave you the idea of creating Deus Ex Ed?

[M] I've been doing editing sites for a long time. I had a Quake/Quake2 editing site on the home of Irish gaming, www.quake.ie, for quite some time but it has passed on. When Unreal Tournament came out I loved it immediately and started an editing site for it which sadly has also passed on (my host very nicely dissapeared along with all of my tutorials which I don't have on my machine anymore either :( ). Deus Ex was for me the best single player experience, bar Half-Life, to date and as it used the Unreal Engine it seemed natural to start a site. I had visited the Ion Storm forum since the beginning and knew there was an audience and so Deus Ex Ed began.

[PDX]
How long has it been in existance?

[M] Not sure really. Not too long after the SDK was released. A month perhaps. I don't think it was the first but it was one of them.

[PDX] What maintenance, if any, does the site require, considering that it's largely automated?

[M] Well not much really. I designed it so that it could have a life of it's own because my job and my Unreal Tournament Clan (Darkforces, under orders to mention my clan :) take up a lot of my time. I always have things I want to add namely more tutorials, upload script, password retrieval, Mod/Maps reviews etc. but in it's current form it ticks along nicely without me feeling much pressure to get things done, my inherent laziness. Then again this does tend to mean that it's surpassed on tutorials by Tack's site for example, news by dxediting.com, downloads by someone else and so on but in adding the Guild to the site I think I've given it something different. I just hope it's of use to someone. The few thank you mails I get really make it worth while, automated or manually deserved :)

[PDX]
Why is the name of your site directory named deusxd instead of deusexed?

[M]
God knows. The original site name was DXEd and I started by putting the site on brinkster, for the asp facility, under the site name of deusxed. No thought went into that but when I made the move to rpgplanet, now PDX, I stuck with it. I had also talked to AsylumX of dxediting and agreed not to use certain names he was considering. The official name remains DeusExEd as the title on the site says.

[PDX]
Any recommended books, tutorials or other resources for doing ASP and database stuff?

[M]
Well I've never read a book on asp or databases. All I know I learnt from the web. The best being Webmonkey, http://hotwired.lycos.com/webmonkey/, and 4guysfromrolla, http://www.4guysfromrolla.com/. ASP is a very easy technology to learn and I would encourage anyone who has the use of it, e.g. hosted by PDX, to read up on it.

[PDX]
Have you actually released any of your mapping efforts to the community?

[M]
Nothing for DX unfortunately. Later this year I might do something. I only ever released 2 maps and they were MP maps for the original Quake. Not very good really and I've been tutorial writing or shock comboing ever since.

[PDX] Have you worked with any other game editing tools besides UnrealEd? If so, what did you think of them?

[M]
Wordcraft (VERY early version of the Quake days) - not bad but I think less of it these days having used others.
BSP - One of my all time favorites. I mapped my two Quake releases with this and I grew to love the interface.
Radiant - another great editor based on the proprietary editor used for Q2. It used a one window format and you switched between top, side 3d etc. views with a button. I still think that was the best way to do it.
I've messed around with quite a few editors but UEd remains my favorite due to it's powerful features. It remains unique in that it uses the unreal engine for the 3d view so you can see real lighting effects etc.

[PDX]
What does the Deus Ex Editing Community really, really need right now?

[M]
Well I haven't played Multiplayer Online at all as there don't seem to be many servers near me :( but I would think a good MP mod is essential. Something to really attract more players and one that suits the style of Deus Ex. i.e. not CTF per say but a 'Steal the Top Secret Plans' in a ctf kind of way type mod with proper infiltration used. Lockpicking etc. should play an important part. If all you do online with DX is play DM it will never rival the big name games for online fun in my opinion.


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