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Narby in focus

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Narby is a person that have done much for Counter-Strike as the creator of many of the most popular maps such as Aztec, Inferno, CPL_Fire, CPL_Mill, Comrade, Thunder, Vertigo and the coming Airstrip. He's a mapmaker veteran and it doesn't seem like he's going to stop making maps anytime soon. I contacted him and asked some questions concerning CS 1.6, his maps and what he does.

Intervjun

Hello narby!



Along with CS 1.6 you are updating the maps de_aztec and de_inferno. Which things will be the biggest changes to de_aztec? Right now the counter-terrorists have an advantage, will this change?




The layout has had no major changes, timings are very much the same with the exception of the T spawn being forward very slightly. I have no plans to change aztec's layout in any way, it would lead to way too many headaches.



What about de_inferno? It seems like most of the changes are about the appearance of the map. Are there any major changes that will affect the gameplay?



There have been one or two tweaks, mainly things such as cover to areas, lighting tweaks. For example, the left route for terrorists (below the balcony) has been made brighter.



Can you explain the huge success of these maps?



I think the layouts are pretty easy to learn without being too simplistic or uninteresting. People tend to like brighter maps more, as well as those with more clearly defined choke points. Knowing what to expect the enemy will do gives players a feeling of safety which is obviously more preferable to much more complex levels.



You've also made the maps de_cpl_fire and de_cpl_mill and their predecessors. They are quite popular, especially in America, but some Swedish servers also run one of them, sometimes both. Do you plan on making any more CPL-maps than these?



I'd like to, right now my time is being eaten by several projects as well as a job, so I don't have the time I'd like to dedicate. I've just finished rebuilding cpl_fire and with de_comrade in testing, I'll be watching to see how the community reacts to their layouts. Especially now with the new routes in cpl_fire.



If anything, what makes the CPL-maps different from your other maps?



They're primarily designed to be fair to both teams. It's impossible to make a map 100% perfect to both teams (since the nature of the weapons/objectives differes with each team) but they're as close as possible. We're constantly refining and tweaking the maps to reflect any problems. Cpl_fire had some issues with lack of options for the T's which was addressed in the last update.



One of the new maps in CS 1.6, de_airstrip, uses some new technologies. Can you explain them and what new possibilities that they open up?



Valve have added support for masked model faces in 1.6 that basically means faces of a model can be made transparent such as the foliage in tree branches. Something that used to be done with map "brushes" and caused much more of an FPS hit compared to models. Basically, level designers will be able to place much more complicated ambient objects without causing too much visual "lag" to players with lower end machines.



Which Counter-Strike map is your own favorite (you can't choose any of your own maps), and why?



I think it would be dust, purely for its simplicity and the fact everyone knows every tactic there is for it. There's no surprises, just pure gameplay.



Out of all the maps you've made, which one of you the most satified with?



I guess Aztec in terms of its popularity and design. It was my first real CS map and gave me the confidence to try new stuff out with later maps.



Will you be mapping for any other games than Half-Life in the near future?



I've designed one of the Day of Defeat retail maps (dod_chemille) as well as working on a side project which will out fairly soon if all goes well =)



For how long have you been making maps for 3D games, and for how long do you plan on doing it?



I've been working on maps for about six years, and I plan to carry on as a level/game designer as a carrer. I love the creative freedom that comes with level design, it's awesome to see something you've created being played by millions of people around the world. I plan to get burned out around 25 and retire to scotland to play golf for the rest of my days.



Are you taking part in any game projects at the moment? If not, are you planning to do so in the future?



As I said, I've been working on something for about five months now and I'll release some more information a little later on.



How much time to you spend making one map and could you also describe the process?



It varies from a day or two to a few weeks depending on the amount of art needed, the complexity of the design etc. Basically once I get an idea for a map, I build a few test areas to find a style/scale and build little details that may form part of the map later on. Usually a small detail I've seen will evolve into a bigger section that eventually forms a finished map.



A lot of people are interested in mapping, are there any tips you can give to them?



Don't be afraid to start over if the map isn't going the way you want it. Usually the 2nd or 3rd attempts turn out much better than the first.



Thanks for your time! Any last words to round up the interview with?



Nothing says I love you like a pet gibbon.


That was what Narby had to say. CS 1.6 should arrive soon and them we-ll get to see the new version of his new map, de_airstrip. Can it become as popular as his previous maps? All we can do is to wait and see!



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