CS-Nation's Sublyme has interviewed David Johnston (DaveJ), the creator of de_dust. In this exclusive interview, DaveJ discusses his interests in the future and his highlights of the past.
CS-Nation: You seemed to enjoy making the ETC series of maps. What kind of challenges did they present?Scope it out, word.
DaveJ: They taught me a lot about how the Half-Life engine worked, a challenge in itself was working out how all the components fitted together. They also taught me that large projects really do require planning, something I did very briefly, and not much for ETC2 (hence its 2.5 year delay). They didn't present challenges as such, rather insights.
CS-Nation: Do you have a continuing interest in developing single-player maps? Which are more rewarding, SP or MP maps?
DaveJ: Both have their advantages. I like watching someone play an SP map of mine and see them get involved - perhaps by jumping, or being more cautious as they play. With SP design you tackle someone's thoughts and have to work out how the average player will approach, react and deal with a situation. With MP maps, it's enjoyable to see the numbers of people playing a particular map. With Dust, that's particularly rewarding, but I can't say much else is.
Comment