Interview Questions Thread

MangyCarface

Mapper
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Feb 26, 2008
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Can we stick to not using questions about what they're gonna do to the sdk? It's almost rude to invite them and then go "SO WHEN ARE YOU GONNA FIX THIS THIS AND THIS" I'd rather learn about their process than batter them with questions which ultimately won't speed up the process of including those SDK fixes, but just annoy them further. Seriously.
 

YM

LVL100 YM
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Dec 5, 2007
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Ok, I've spent some time thinking about what I'd ask and here is my list:

  1. Could you briefly outline the process you go though when planning a new map, do you start with an idea for a layout and work the theme into it or do you start with the theme and get a layout from the theme for example?
  2. Which is your favourite entity and why is it so amazing?
  3. Optimisation is something the community as whole struggles a lot with, when we look at how valve's maps are constructed we're met by stuff that is very confusing but just works. I think the most notable instance is the rooftops in cp_badlands. How do you work out where to put hints, occluders and standard skybox brushes to stop the game rendering things that it shouldn’t?
  4. There have been interviews in the past where images of early in development maps have been shown, the only one I know of for Team Fortress 2 is a screenshot of hydro compared to a paint-over. Could you show us any more maps from early in development so we can see how they change over time?
  5. Team fortress 2 required an entirely new set of textures for its unique art style so none could be reused from previous source games, when the textures were being made how closely with the texture artists did the mappers work? Were textures made when an area built in hammer needed a new one or were most of the textures made and then applied to the maps?
  6. We've heard from the TF2 blogs that there are regular community map gaming sessions at valve, when you're all playing community maps what sort of things do you like seeing?
  7. In the past it’s been said that when a team are making a game at valve they'll work in small cabals, do you do this with mapping as well or is it a more individual based activity?
  8. The sandvich seems to have been inspired directly from a post made on the steam forums, are there any community maps that have influenced any of your post-release maps?
  9. I know you're probably bound to secrecy but we've heard the next update has a lot of non-class based stuff, does this mean a new gametype is in the works? If so, any hints as to what it might be?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
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You have shown that you are willing to also include maps with more experimental gametypes like cp_steel in your community map pack. How far would you be willing to take this? Would you include a map with a new prefix and a new gametype if it looked great, played great and was optimized well?
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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You have shown that you are willing to also include maps with more experimental gametypes like cp_steel in your community map pack. How far would you be willing to take this? Would you include a map with a new prefix and a new gametype if it looked great, played great and was optimized well?

My favorite so far, lol. Also, I'm gonna emphasize what MangyCarface said a few posts up. This is not about getting additions to Hammer or asking why certain items are broken. Lord knows there should be enough other material to cover ;)
 

YM

LVL100 YM
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Dec 5, 2007
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Another few:

  1. Obviously displacements are used quite a lot in team fortress, with the majority of them natural cliffs the satelite dish in hydro sticks out as an unusual use of displacement. Can you share how you would go about making such a precise displacement, did you use a tool other than hammer to create it?
  2. Are there any major changes you would make to one of the existing maps if you could go back in time to before their release?
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
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When do you determine a map is finished? Unlike the rest of us, VALVe is able to update maps if an issue occurs. How helpful is this when deciding if a project is done or not?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I finally thought of something good that I've wondered about... When a community map becomes officially distributed, how much freedom/communication does the author have about updating it?
 

Brandished

L5: Dapper Member
Jan 19, 2008
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My favorite so far, lol. Also, I'm gonna emphasize what MangyCarface said a few posts up. This is not about getting additions to Hammer or asking why certain items are broken. Lord knows there should be enough other material to cover ;)

True, there's no need to turn a questionnaire into a complaint report.

My reply earlier was based around something I'd been considering for a while. I'm not sure if this would be a good question for a level designer interview, but it was one I was curious about:

What I had been wanting to know is if someone in the community coded a working entity and provided Valve with the source code and FGD entries, would they be willing to add it to the base?


And now for the questions I'd like to add to the list:
  1. Is there any advice or tips you have for using Hammer that you've seen being overlooked by many people that use it?
  2. Does the TF2 team still take the older TFC and TF maps into consideration when looking for gameplay ideas or considering options?
  3. Is it common for level design ideas and layouts to get traded in between different game development teams during the design process? IE: A design idea that turned out not to work so well for Episode 2 having made it's way into Team Fortress or Portal?
  4. What got you into level design?
  5. (And to expand upon one of Youme's question) For the "Meet the class" videos, it's been reported that the Valve animators would often get together for discussions over the the fine details with loud arguments sometimes ensuing. Where meetings like these what led John Cook to nearly behead a kangaroo? Do the level designers have similar meetings?
 
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Arhurt

L6: Sharp Member
May 7, 2008
315
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Have you seen my map?

:p

now seriously I belive all my questions have already been posted, I guess we should consider breaking them down into easy to answer questions (I like the one of having a bulleted list of Valve's workflow)
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Perhaps we could use a multi-choice poll (or two? how many options can you have) where everyone can check off all the questions they are really interested in.
 

Icarus

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Sep 10, 2008
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- What would you like to change most about how Custom Maps tend to play?
 
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YM

LVL100 YM
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Dec 5, 2007
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Are there any maps that were shedualed for the original orange box release that got completely scrapped? if so what sort of factors influenced their removal.
 

Icarus

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Sep 10, 2008
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That would be pretty cool to hear if they had any maps in development that was later scrapped, or completely redone.

another one:
- Any plans on expanding Ravine and/or Lumberyard into Full-sized maps?
 

Laz

L420: High Member
Jul 5, 2008
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when is the l4d sdk coming? :p

mostly details about their work flow, some WIP screenshots would be nice, how the entire mapping process is handled process-wise.

What game was the most fun to create maps for?

How often do you playtest custom maps? How do you decide what maps you try?

Any easter eggs in the Hammer editor? ;)
 

MangyCarface

Mapper
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Feb 26, 2008
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Hrm. My commentary on cutting the fat from that list. I'd rather get some fairly comprehensive answers than a bunch of "We'll see"s on speculative information.

Your mapping process

The most common thing that people want to know about is your development process. If that’s something you can share, we would like to understand exactly what happens when you are designing a map from the ground up.

How many people are usually working on 1 map?

How closely do you work w/ the people doing textures and models?

What means does Valve utilize to test maps for balance?

How do you stay focused on your current projects? (Uh... they're professionals. Remove this one)

Could you describe for us what your alphas and betas look like? (Emphasize this. Very important + informative. I.E. say "Can we see developer-level paintovers of more of your maps, a la the beta Hydro + paintover present in one of your powerpoints?")

How do you approach a new layout or game type? And what do you use for inspiration when creating them? (Possibly remove. Wayyy too general. They use the cabal process anyway)

How do you create your textures? What program do you mainly use for TF2 artwork, and specifically textures? (Combine with the texture artist question above)

Is it possible to simplify Valve's map development process into bullet-points? (Emphasize this. It overlaps with some of the previous supernumerary questions, but it's better and more succinct in the answer it demands)

What compile settings do you use for your maps? (Possibly remove. HDR -final is what they use for their last builds.)

Do you ever work on more than 1 at a time? (Remove. Obviously they do multiple maps at once for several projects)

When do you determine a map is finished? Unlike the rest of us, Valve is able to update maps if an issue occurs. How helpful is this when deciding if a project is done or not? (Don't forget- their corporate name is VALVe not Valve)

How do you decide where to end the map borders in favor of a 3d skybox? (Possibly remove-generally, the more experienced community mappers would be able to answer this.)

General Inquiries

What is your favorite and/or least favorite part of creating a map? (Remove, opinion, not necessary?)

Do you have a favorite game type that you enjoy mapping for or playing? (Same- opinion?)

Do you ever try and sneak in easter eggs into your map? (Will this aid us in mapping?)

The new maps seem to be lacking in spytech. Where did it go? (Jackass thing to ask. Basically, "You're not doing your job right.")

Which of the current maps was most challenging to develop?

What kind of alternatives were considered to the Alpine environment?

Is it common for level design ideas and layouts to get traded in between different game development teams during the design process? IE: A design idea that turned out not to work so well for Episode 2 having made it's way into Team Fortress or Portal.

Any plans on expanding Ravine and/or Lumberyard into Full-sized maps? (Remove, this is a mapping interview, not a press conference. Speculation like this is boring and most likely unanswerable)

Since most displacements are natural cliffs, can you tell us how you created the satellite dish in Hydro?

What is your favorite entity and why?

What do you think is the coolest idea you've come up with while mapping, and did it end up in the final version?

Community Specific

Do you play any custom maps? (Remove, they've said they play custom maps. Replace with: "What would you do to change/fix the most popular community maps currently out there?)

What would you consider to be the most overlooked/underutilized stage of map development (ie. Concept, theme, layout, optimization, detailing, gameplay testing) by the community? (Remove. We know our own weaknesses, and these vary greatly mapper to mapper. Any answer would be an unhelpful generalization.)

You have shown that you are willing to also include maps with more experimental gametypes like cp_steel in your community map pack. How far would you be willing to take this? Would you include a map with a new prefix and a new gametype if it looked great, played great and was optimized well? (Remove. This is basically asking "HOW DO WE GET PICKED TO BE INCLUDED." Save it for the steampowered forums :|)

Do you ever get influences from community maps? (Remove, not necessary and too full of hubris)

When a community map becomes officially distributed, how much freedom/communication does the author have about updating it? (Remove. This is most likely NDA material, since the mappers who have been included have not provided commentary on it. Seems rude to ask either way.)
 
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HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
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...consider what is best covered in a live format like pointing out specific parts of a map.

Btw, after reading that in your update post it got me thinking, how wicked would it be if, instead or in addition to discussion about specific features of maps (custom or not), he walks-through the maps he wanted to discuss with the admin doing the questions while you record a demo? Almost like live director's commentary :woot:

Not the most logical thing to do, but still cool nonetheless.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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My opinions on some of Mangy's opinions:

What compile settings do you use for your maps? (Possibly remove. HDR -final is what they use for their last builds.)
You realize this isn't exactly referring to the extraordinarily dumbed down Hammer compile options? There are quite a bit more options the compile tools have that aren't displayed there. Unless you are implying they've already stated this answer somewhere.

What is your favorite and/or least favorite part of creating a map? (Remove, opinion, not necessary?)
Do you have a favorite game type that you enjoy mapping for or playing? (Same- opinion?)
I don't see the problem with having opinion-based Q/A if the answers are coming from some or all of the mapping team. In fact, I feel it would help make it more personal and friendly than just a big list of "Tell us how you do this!", and the following two are similar, though you did not object to them (forgot/ignored, or did you see them differently?):
What is your favorite entity and why?
What do you think is the coolest idea you've come up with while mapping, and did it end up in the final version?

You have shown that you are willing to also include maps with more experimental gametypes like cp_steel in your community map pack. How far would you be willing to take this? Would you include a map with a new prefix and a new gametype if it looked great, played great and was optimized well? (Remove. This is basically asking "HOW DO WE GET PICKED TO BE INCLUDED." Save it for the steampowered forums :|)
I don't think this is pointed enough to necessarily be considered a "how do we get picked" question. It's quite vague, and I feel legitimate. Because of how locked-down the entity system is in TF2 one could be led to assume they did not want deviant gametypes, yet they took one.

When a community map becomes officially distributed, how much freedom/communication does the author have about updating it? (Remove. This is most likely NDA material, since the mappers who have been included have not provided commentary on it. Seems rude to ask either way.)
Obviously I have to object to the objection of my own question :p I was mostly interested in whether the mapper still does work when a fix is needed and sends it in, or if the mapper can keep working on little beautification and get it updated a couple times much like they've done with a few official maps, and things like that.
While it could possibly be an NDA thing, I don't see why that means there isn't anything VALVe themselves could tell us about the process. It's not terribly important to me in the end, it's just something I've been curious about since the subject (map inclusion) came up. I can't say that about any of the other questions that have been posted.
 

MangyCarface

Mapper
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Feb 26, 2008
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Boojum,
I am referring to the options when you click "expert" on compile, which include several preset compile options created by VALVe. Presumably they use the compile option HDR final which is not very limited if you look at the additional commands it includes.

The difference between those opinion based questions and the other two, is that the two I left untouched provide insight into their mapping process and could point us in the direction of an underutilized entity. I'm willing to be wrong on this point though, which is why I had the ? mark.

Sticking to my argument about the community map picking. Community map featuring is a gift from VALVe. Don't look a gift horse in the mouth. We don't want them to claim one thing and feel they have to stick to it in the future.

Same with this one. I feel, if we want to know how much of a role VALVe has in community map editing before release, we can do a Map Difference check between the last known public release of each community map and their official release to see what's changed.