Crinity and Madcross: brothers, torn authors, Condition Zero mappers, geniuses. Uhh, anyway, they've been interviewed over at the Boyfriend Total Gaming Network:
What lessons have you learned from Torn's development?Check it out.
Crinity: How frickin' good PODBot is for testing J Using PODBot allowed us to tweak the gameplay and layout in a big way even before we sent the map out for testing. I also learned a lot about realistic mapping, which I first started doing for Hardline, after working on futuristic HLDM maps. I learned a lot of technical mapping skills to do with optimisation, as well as honing my brainstorming methods and my texturing skills. Torn was such an all round package that I improved just about every area of my mapping knowledge.
Madcross: As mentioned above, when you are trying to put a lot of detail in certain areas, you have to get very careful about brush use and construction methods. I certainly learned a huge amount of that when trying to realise in Worldcraft what I was imagining in my head. I also learned a bunch about creating textures. My first attempts were a little on the bland side so I had to step up the detail and realism before they looked how I wanted them to.