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·published 2007-06-18 01:07 UTC
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<p>
  I think it's sort of funny, albeit not altogether unexpected, how a mapmaker's
  style is reflected in his or her interview.
  <i><a href="http://numa.notdot.net/user/LouDog004" title="LouDog">LouDog</a></i>
  <span class="postcolor">is the definition of a minimalist. All skillz, no
  frillz.
  <a href="http://numa.notdot.net/map/5353" title="Cornered">Cornered</a>.
  </span>
</p>
<p>
  <span class="postcolor"><br/>
  </span>
</p>
<p>
  <strong>Tanner: </strong>How would you describe your mapping style?<br/>
  <b>LouDog: </b>Simple geometric tiles with the minimal amount of objects that
  create a specific challenge. I almost always try to make maps that I want to
  play with excessive use of the enter key.
</p>
<p>
  <br/>
  <span class="postcolor"><strong>Tanner: </strong></span>Who is your favourite
  author on NUMA and why?<br/>
  <span class="postcolor"><b>LouDog:
  </b><a href="http://numa.notdot.net/user/9400" title="9400">9400</a>. His
  enemy placement is impeccable. There's never some drone where you think,
  "Well, that doesn't make much sense," or "That would have gone better there."
  And the enemies work well the first time you play through, and when you try to
  go fast, and when you're just mucking around. </span>
</p>
<p>
  <br/>
  <strong>Tanner: </strong>Why are you less active in the community than you
  used to be?<br/>
  <b>LouDog: </b>I really just don't have that many ideas for maps anymore, and
  a lot of the people I'm familiar with aren't around anymore. Also, NUMA has
  gotten a little too cool for school in my mind. I think what I derive joy from
  in N is a lot different than a lot of newer members.
</p>
<p>
  <br/>
</p>
<p>
  <strong>Tanner: </strong>What is it about 10 minute maps that appeals to you?<br/>
  <b>LouDog: </b>It's a fun challenge. If you put limits on your mapping, you're
  forced to expand your ability. You don't have time generally to be clever or
  gimmicky, and you just have to use enemies in ways you know they'll work. You
  can't change your mind so you have to stick with your original plan. That
  means you might make a map you would otherwise have never seen.
</p>
<p>
  <br/>
</p>
<p>
  <strong>Tanner: </strong>You also made 60 second maps. How do you approach or
  prepare to make such a quick map?<br/>
  <b>LouDog: </b>E tiles are your friend. :) Basically, just try to create
  something that will constitute a usable tileset, and then hope you can place
  objects to make a fun linear map. It's really not much of a skill.
</p>
<p>
  <br/>
</p>
<p>
  <strong>Tanner: </strong>How important do you think an overarching style is to
  mapping?<br/>
  <b>LouDog: </b>Completely irrelevant. I don't think it will help or hinder
  someones mapmaking.<br/>
</p>
<p>
  <br/>
</p>
<p>
  <strong>Tanner: </strong>Do you support the use of drugs to influence artistic
  creations?<br/>
  <b>LouDog: </b>More power to you if you can actually create something fun.
  I've tried to map under the influence and it's never gone well.
</p>
<p>
  <br/>
</p>
<p>
  <strong>Tanner: </strong>Have you submitted anything to SUBLiME?<br/>
  <b>LouDog: </b>Yes, I'm hoping I can muster up something more.
</p>
<p>
  <br/>
</p>
<p>
  <strong>Tanner: </strong>Do you have any plans for the future involving
  Metanet?<br/>
  <b>LouDog: </b>Oh, once there's some more information on the release of
  Robotology, I may try to start some sort of event for people to win a copy.
</p>