When I got an email from a famous Quake level designer Ferdinand ‘Cityy’ List asking if I want to team up with him to take part in the upcoming mapping (level making) contest - I did not hesitate to say yes! We set out to create two maps for a new video game Diabotical together. Right away I started with making drawings of a layout for the first map (1v1 mode) which we called Amberfall. All my sketches became obsolete when Cityy came out with his drawing of the layout... it looked extremely enigmatic.
I remember him explaining everything to me in a simplified 3D blockout he carved in the Diabotical editor. The mapping editor was still under development and was difficult to work with but the game already had a handful of good quality models to use. At first we were allowed to create our own custom models and I started designing Chinese-like architecture mixed with industrial machinery and pipeworks. Later on judges who were also organizers changed their decision and disallowed model making as “some competitors can’t model, so it wouldn’t be fair” which we didn’t like but had to accept.
I have learned a lot from Cityys’ understanding of gameplay principles that he established (and innovated!) during his Quake mapping career. I saw right away that his understanding of gameplay aspects such as weapon and item placement, connections between rooms, distances, verticality and all potential scenarios for both players under different circumstances was simply flawless. He would explain his every decision (thank you for your patience, Ferdinand!) and together we implemented his gameplay vision. I managed to influence some decisions regarding trick jumping and movement as I carried much experience in this field from Xonotic myself.
I had more say in the theme and artistic choices than in the layout. I think we actually have developed a new theme for the game. As the other map goes - Aterberg - at first I worked on it mostly alone and only after the layout was ready, Cityy would join me and improve upon my work to create something playable. We have spent weeks polishing and perfecting both - gameplay and visuals. In the end it turned out to be all for naught as the judges decided they don’t like this particular game mode for which our map was made and therefore didn’t feel like judging it.
In the end the map Amberfall with its solid layout and unique visuals got awarded 2nd place (although it was voted best by the community) and Aterberg was simply ignored. Luckily the winner of the team-based part of the competition was an extremely well designed CTF map that clearly deserved the first place. Knowing that made the whole catastrophe feel somewhat better. On the bright side - I worked with one of the most talented designers ever and it was an amazing experience throughout! This was such fun! Thank you for reading this lengthy description, have a decent day!