PCFormat, apparently a limey gaming mag, has conducted an interview with Goose. I'm sure they won't lose any sales, so thanks to Darkhorse for the retype:
Limey bastards!
PCFormat: What prompted you to create Counter-Strike?Thanks again Darkhorse. Remember, if you liked the interview be sure to pickup PCFormat this month.
Gooseman: I was always fascinated by the ultra hi-tech battle against terrorism. It seemed very exotic, and I knew it'd make a great game.
PCF: What makes the Half-Life environment so compelling to work in?
Goose: The engine's skeletal animation and its support for hi-res textures. Also, most of the game's logic was written in C++.
PCF: What mods have you worked on before Counter-Strike?
Goose: Before working on CS, I had the opportunity to work on Navy SEALS for Quake, and then Action Quake 2.
PCF: What sets Counter-Strike apart from other mods?
Goose: It's a good balance of realism and fun, and has enough graphical content to immerse the player into a new world. You tend not to realize that your playing a mod based on Half-Life, because we managed to replace most if not all of the original media content.
PCF: To what extent is working on a mod a different experience to working for a mainstream development company?
Goose: There's not much difference. The CS team is smallish, so there's little coordination and compromise needed. Development wasn't rushed, so it allowed us to modify the mod based on feedback
PCF: Finally, which is your favorite Counter-Strike level and why?
Goose: I don't really have a favorite... I tend to enjoy levels that quite simply promote teamplay.
Limey bastards!