Red_Riot: In His Own Words

Edited
and annotated by Windebieste.
This
article is edited together from correspondence between Red_Riot
and myself at the end of July and the beginning of August,
2002. Red_Riot had notified me that his latest map for Aliens
vs Predator 2 had been released and was now available for
download. That map is Jungle and it features numerous unique
and creative gameplay elements for Multi-Player sessions.
Innovations
are what we have come to expect from Red_Riot. His earlier
maps, like Friendly Welcome,
featured gameplay involving shooting endless swarms of Aliens
from the back of a moving truck; and the unique arcade Bug
blasting experience of XENOCOMMAND.
His expansive outdoor Multi-Player map, Hangers 2, can be considered
a precursor to the recently released Jungle.
I asked him what his personal motivations for making these
maps was and his response came as a series of lengthy 2 a.m.
rambling E-mails about game design philosophy. Compiled together
and tidied up for community appreciation, here it is, Red_Riot:
In His Own Words:

"Personal
motivation? That's a good question. No map will ever get done
unless there's some sort of personal motivation behind it,
and it had better be a darn good motivator because map design
and creation is a hair pulling event. People message me with
great - Hell - brilliant ideas every day, unfortunately a
lot of these maps wouldn't be 100% in my interest to do. Why?
Because proper motivation isn't there.
"What's
my motivation? To do stuff that's never been done before in
an engine. Plain and Simple. If I can do something truly unique
in a map, there's a good chance it'll get done. This has sort
of been a pattern with me and the maps I've released (The
junk map and prefab piles sitting on my harddrive are simply
amazing).
"If
you consider Friendly Welcome, a game where you sit on the
back of two moving trucks, this is something that, to my knowledge,
has never been done in a FPS shooter. It made for one hell
of a learning curve as my first DEdit map ever. Monolith was
going to do a moving tram sub level, but it never got done
due to time constraints.
"Hangers/Storm
almost didnt make it out of the doors after that, because
it was too mundane for me, thus the lazy errors in the initial
Hangers2 release.
"Next
up was XENOCOMMAND, a truly refreshing and easy map for me
to do. Talon has no If/Then/Else/Int structure to speak of,
so finding a way to do squad selection and everything else
in the map was a true challenge, with some very interesting
results, thus you get a decent finished project (and falling
cows).
"Lastly,
we have DM_Jungle. I have *never* seen a decent Jungle map
in any FPS that made me completely happy. Usually you get
the straight up pillar trees - that I'm sure everyone is familiar
with. That, and your map is always in a straight line. The
motivation here was 10 fold because this was a truly unique
challenge. Here's my motivator list that (in my opinion) made
Jungle such a great map:
A)
Never been done before.
B)
Open line of sight with no visibility blockers.
C)
A decent jungle with non crap trees that at least does a half
way decent impression of a jungle.
"While
I'll admit, that Jungle still doesn't look like a 100% pure
jungle (which has led me to want to take another crack at
it, and fix my mistakes with all I've learned). It's as close
as I could come giving the limitations of the engine and the
map design. I can say that I'm satisfied with the end result,
which is a good thing to say about any map that you've designed.
"As
for the game modes, CTF and evac_jungle_password, these came
up when I found out that people were having fun with Jungle,
and were having a great time. In a few of the beta runs, players
who found a bug that allowed you to go underground made up
a game called 'grabboids', (Aliens under ground pouncing up
at Marines on the ground). This got me thinking about what
other
type of games I could come up and make work with the engine.
I'm not big into modding the attrib files, and I didn't want
Jungle to make players incompatible with normal games so I
had to keep all my mods in-game.
"Another
great challenge, of which the end result in the initial release
was ctf_Jungle, buildable bunkers, and a bumpy Evac jungle_password.
CTF_Jungle seemed to be very popular in the test runs with
my friends, so I took a lot of care to provide everything
to make it a very stable game. Once I got a few good ideas
rolling, I didn't want to stop. I have over 100 different
ideas that I'd like to implement into the Jungle map, including
SP squad play, however I'm not sure if any of them will ever
see the light. I want to do a SP_Jungle pack with you as a
Pred hunting respawning (a'la Skirmish) Marine squads, and
also as a Marine squad leader fending off tree jumping Aliens.
"Anyways,
As I mentioned above, challenging and inovative changes to
games, incorporating stuff never done before is a big draw
for me. The bunkers in the Jungle map were a pure NIGHTMARE
(N-I-G-H-T-M-A-R-E) to implement! Especially when I decided
to have them toggle their aiming from Corps to Marines. There
is no magical command in Talon to switch a turret's targeting
properties. Did I mention that debugging and working with
the turrets was a Nightmare? CTF was also fun (and quite easy
believe it or not, I think I'll implement this mode into all
of my future maps).
"My
microphone broke at a very inconvienient time, however, Sgt_Stew
was kind enough to do the announcer voices for me. I think
that in the end he did us all a favor. Maybe this was an act
of God? The Jungle Password was also tricky, like I stated
earlier, Talon has no if/then/else/integer/boolean structure,
so it was a challenge to figure out how to compare passwords,
or to randomly generate passwords. In the end however, everything
worked out just fine and dandy, except for a 6 second unlock
delay on the switch which I forgot to take off in the initial
release.
"Speaking
of releases, it could hardly have gone unnoticed that I released
Jungle version 1_1 about 16 hours after version 1_0 went public.
A lot of errors that I had hoped would go overlooked came
up and bit me (I love the public). So, crunch time began at
about 10:00 PM and stopped at 3:00 AM until all the bugs were
taken care of. I have to admit, that there was a great deal
of satisfaction in squashing these bugs as well. I'm sort
of kicking myself in the butt for releasing version 1_0 since
it had such a rocket boosting start off, but I'm even more
glad that I released version 1_1 before the news sites published
the map.
"Up
until recently, one of the core ideas behind making maps was
to limit how many polygons can be on screen. To do this, you
needed a wall. The engine calculates what you can see and
what you can't see. It doesn't draw what you can't see, which
limits how many polygons will be on screen at the same time.
This is the reason hallways in levels always have kinks in
them, or limited line of sight, there are visibility blockers
there that keep the game from drawing too many polygons.
"With
the Jupiter engine, there is no longer any visibility blockers,
or a visibility tree for that matter. The engine can push
20,000 polies on screen at one time (more than the poly limit
for an entire Talon Engine AvP2 level). So the visibility
tree can be cut, as well as anything having to do with blocking
visibility. It just draws it all (and with amazing detail).
"You
gain a tremendous amount of power here because the engine
no longer has to worry about a visibility tree, or testing
to see which polygons it has to draw, and which ones it can
leave on screen. This frees a tremendous amount of space,
and it's even more important if you consider the current trends:
Games these days are pushing thousands of polies per screen
at high
refresh rates. The more polies you put on screen, the more
checks and tests you have to run for each polygon to decide
if it gets drawn. Start having to check for a couple thousand
polygons and you're wasting a *LOT* of time calculating which
areas can be seen and which polygons to draw or not. It's
gotten to the point where it's more effecient to forgo the
checks and tests and use that power just to draw what's there.
Overdraw (polygons the engine draws, and then draws over with
closer polies) will soon be a thing of the past, and the old
engine rendering techniques shunned. (If you're familiar with
Talon, it's like making a whole level out of detail 1's)
"So
down to the nitty gritty, Jungle has no line of sight blockers,
the map is a big detail 1 mesh with a detail 0 box around
it, like what you'll see with the Jupiter engine. It draws
everything up to the fog, no further. It doesn't waste much
time checking a visibility tree, it just draws to the horizon.
This is also why Jungle.ed (which I'll put up soon) takes
under 3
minutes to do a full process: it doesn't have to do much for
visibility trees, which are a *huge* part of practically every
map ever made.
"One
of the biggest rewards, however, is seeing your map on the
public AVP2 server list, and people actually playing it. makes
your time and work feel worth it. I'm happy to have seen all
versions of Jungle being played at some point or another,
and many happy gamers fragging one another.
"That's
what it's all really about though, isn't it? Fun and Fragging."
By Red_Riot

So,
there you have it. A very interesting insight into some of
the thoughts and philosophies of one man's game design principles.
It sure makes me look forward to Red_Riot's next release.
Whatever that will be.
When
I first read these E-mails, it was a real surprise to me to
find out that Friendly
Welcome was Red_Riot's first DEdit map. I was always under
the impression that he was a No One Lives Forever mapping
veteran. Nonetheless, his work has provided us all with some
truly inventive maps for the AvP2 community. Obviously, he
has had some modding experience elsewhere.
XENOCOMMAND
is a personal favourite map of mine. It's got all the essential
ingredients for a great time to be had. Yeah, blanket bombing
a valley full of Aliens with a barrage of falling, exploding
cows is definitely a unique experience. Can't ask for much
more than that in the innovative stakes. When my die-hard
Quake 3 and Counterstrike friends asked me why
I liked AvP2 so Much, I showed 'em this map by Red_Riot.
"Here." I told 'em, "Watch this...". They
sat down with eyes transfixed on the monitor, watching in
semi-disbelief as wave after wave of Kamikaze Aliens, helicopter
gunships and exploding cows cascade across the monitor...
"Wipe
them out.. all of them." Comes the voice of Darth Sidious,
accompanied by the warning sirens of the impending Nuke.
Then
the big end of map boss Queen trots out across the landscape,
and the bitch is holding multiple Rocket Launchers...
Oh,
"Happy, happy, joy, joy!"... it always floors
'em.
Ahem,
anyway. You just have to love the idea of a squad-based Single
Player version of Jungle. That
really has got some appeal. If Red_riot were to decide to
follow it through, I am sure it would be well received.
It
makes me wonder about some of the "junk map and prefab
piles" he has residing on his harddrive. Well, maybe
we will discover when he finishes his major project, Evacuation
Earth, some time in the unspecified future. Whatever happens,
it looks like we will get to enjoy some more fine releases
from Red_Riot. It's just a matter of time.
All
of Red_Riot's currently released maps that he discusses above
have all been reviewed in Planet AvP's Map
of the Week section. You can find them all here with Download
links.
Thanks
Red_Riot
for agreeing to have this posted.
By Windebieste
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