I can somewhat relate as the creator of fy_iceworld (if you believe). The one who commented on the Rock Paper Shotgun article.
The quote from the NY Times article, "it allows amateurs to add imagination with limited resources." is exactly what I was feeling at that time. I knew nothing about programming, had minimal art skills, but was able to create CS maps.
It makes me nostalgic and wonder, "What if I started making a mod or a game today?" I really miss those golden days of modding.
Nice to see someone similar. I was into the Weapons Factory mod, first for Quake 2 and then Quake 3. I made a map for the Quake 3 version that it still played this day by a small group of die-hards. I think it took me three days to make that map. Draw a brush, slap a texture on it, keep things neat. All there was too it. It wasn't long before modding just became too hard. I remember reading about static meshes being introduced in the Unreal Engine and I knew I was done.
Nice! Iceworld was a classic at my LAN parties. Great design for fast action.
(Interestingly now you mention it I realize one of the call of duty MW2 multiplayer maps has the same layout).
The quote from the NY Times article, "it allows amateurs to add imagination with limited resources." is exactly what I was feeling at that time. I knew nothing about programming, had minimal art skills, but was able to create CS maps.
It makes me nostalgic and wonder, "What if I started making a mod or a game today?" I really miss those golden days of modding.