B.illy S.O.D.: How do you make your maps? (list useful programs, methods, etc.)
Wareya: Mostly MS Paint. I used Paint.NET or Gimp for a special effect on the sky art. Everything else was pure MS Paint, though. GB shouldn't need to be mentioned.
B.illy S.O.D.: Why TDM? What features do you think it has that separates the mode from the rest?
Wareya: Really, we needed a TDM map, and all the ones we had before that point were... bad, to say the least. They didn't really count as serious maps. As for features, it's like an arena without any of the organization. You just kill people for team points and you can leave whenever you want to. I think it's charming.
B.illy S.O.D.: What influenced the background/was the art concept of mantic?
Wareya: Well, I was thinking about minecraft alpha's floating islands map generation mode at the time, and as always, TF2 and Quake were on my mind. I thought something with floating islands and a *lot* of vertical movement would be cool. I went into the wallmask with what I wanted in the background already in mind: A bunch of floating islands way above the world, stalagmites on the bottom, crazy caves, jump pads. It worked perfectly with the vertical kind of gameplay I was sure would be fun in TDM.
B.illy S.O.D.: It isn't really competitive, so what elements did you use to maximize the fun?
Wareya: Well, TDM actually has a fundamental problem. When you spawn in, you don't have any kind of invulnerability, so you have to be in some kind of safe place. The only way I can think of to make a timed spawn-in is with huge movebox tunnels, and that wasn't an option. I should ask AJF to implement spawn invuln so that I can get rid of my doors. I don't think people should be playing TDM competitively or take it very seriously, anyway.
Plenty of vertical space. Different kinds of geometry and connections for all the different classes. Very obvious and plain distinction between what is and isn't solid. All the things that make a normal map fun, except there's nothing *but* them.
B.illy S.O.D.: Any special class maneuvers?
Wareya: I'm pretty sure there are tons. With such a vertical map with so many weird crevices, and the moveboxes, someone could definitely do something crazy as any of the "mobility" classes. I had to make sure it was fair for the others, too. There's plenty of flag area and chokepointed side areas, not just the crazy connected vertical stuff.
B.illy S.O.D.: How did you try to make this map different from other gg2 maps?
Wareya: I don't think I tried, really. It just kind of came out that way because it was a TDM map with no centralized goal or symmetry to speak of. I guess the center of everything is more emergent than other maps, and that's what makes it different.
B.illy S.O.D.: Who are your map role models?
Wareya: Agh and RebelINS. They're absolute geniuses.
B.illy S.O.D.: How does your dev work and experience with the game from the inside influence this map?
Wareya: I'm not sure. I think that knowing so many things about the game helped a lot, and my experience with the game's design let me come up with some things I wouldn't have thought of otherwise. Especially the crazy spawn door setup. The players need some kind of safety net, and without medics a team would be doomed to fail without resupplies... Maybe I should have opted for a "deadtowers" kind of resupply instead of a team doored one... I guess you could say that it makes me indecisive because I know so many different design choices to pick from!
B.illy S.O.D.: What's your favorite part about this map?
Wareya: I'm not sure. I think it might be the floating platform/s near the middle, and how they kind of but not really connect to that one part with the dropdown platform in the cave. Everywhere from there to the aerial "jump pad"/movebox. It's probably the densest part of the map, in terms of geometric detail.
B.illy S.O.D.: Any tips to other mappers?
Wareya: If you have something with the smallest spark of novelty, genius, or fun, don't give it up. GG2 is one of the easiest of any games in the world to make good maps for. All you have to do is keep working on it and thinking about it and you'll come up with something great. Even if you don't like the game, it's worth the experience.
B.illy S.O.D.: Any final words?
Wareya: Shoutouts to LASdf0404kg20GAr for DLfkaokgokr092fd faIe OGJRoj9wjf9krgok.
B.illy S.O.D.: Thanks alot Wareya!!