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Name:
George Maciver
Location:
The Highlands of Scotland
Date of Birth:
1 April 1958
Occupation:
Author
Interests and Hobbies:
Skribblerz, writing, David Gilmour and Pink Floyd, gold panning, salmon fishing, Tomb Raider level design, Special Forces military history, guitar/song writing, hill walking, computers, jujitsu and spiritual matters.
Links

Facebook
YouTube
Blog

Online CV
One World
The Way International

Level Editing Background

George first began dabbling with the Level Editor back in 2002, at which time he was in entrenched in research for his novel, One World. He'd often wondered why writers disappeared into remote glens never to be seen again and he was beginning to understand why.

Although he enjoyed his own company and was quite content with who he was and what he'd accomplished, he decided to make an effort to spend more time around people. So he went to jujitsu classes and started building Tomb Raider levels and getting involved in the international Tomb Raider community online.


Being a passionate Tomb Raider fan who had always wanted to delve into the mysteries of level design, he found the Level Editor the perfect outlet for his creative side and it wasn't long before his first level, Genesis, was released. Having now built over 50 Tomb Raider custom levels included in such epics as The Imprisoned Spirits NG, Jungle Ruins (with Raider X) and Flashback, he is one of the most experienced Level Builders on the planet.

        
 

Interview by Titak

How did you first get into Tomb Raider?

My nephew, Luke, got a PlayStation for xmas the year the original Tomb Raider was released. While we were round at his house waiting for dinner I watched him while he set up his new PlayStation and stuck a game in. It was an adventure of some girl running around in caves and tunnels shooting bats and wolves.

Anyway, half an hour later or so he disappeared to the toilet so I grabbed the controller and had a run around. When he came back he told me to carry on as he had other things to do. A few hours later I wandered into the Lost Valley and met the T Rex for the first time . . .

What type of levels do you prefer to build and play?

That's not an easy question to answer. I mean, I absolutely loved building Jungle Ruins with Raider X and having EssGee along for the ride on Jungle Ruins 3 was a real fun experience. So I could say I love building temples and jungles. But The Imprisoned Spirits is as far from the jungle as you can get and I loved building that as well. Coyote Creek was a modern day western set around a ghost town and that was an incredible project to be a part of. There are two Egypt levels in Flashback, Genesis and Exodus, and I loved building them, and then there is The Loch, set around a Scottish Castle in the Highlands, and I loved building that!

I did try a city level once in Catacombs of the Guardian, but that was complex to build and I didn't really enjoy it and I wasn't entirely happy with the final product. I'm not too good at building city levels. However, I often enjoy playing them. Japan is my favourite level in Tomb Raider Legend and is in my top ten favourite levels along with Nightmare in Vegas, which is set in a hotel.

As to playing custom levels, the ones I enjoy are levels dripping with atmosphere, and that embodies a number of ingredients like suspense, intrigue, story, immersive gameplay, good audio, well crafted rooms, thoughtful puzzle design, lighting and texturing and a few other elements. One thing that makes me bin levels is poor quality gameplay that hasn't been properly beta tested. If I get stuck because of bugs or gameplay killers, into the recycle bin it goes. I can't believe some folks still churn out levels without having them tested. I mean, where is the fun in running around a level for a couple of hours wondering what to do only to find out after checking the stuck threads that you've hit a bug or a gameplay killer? That's no fun and I refuse to do it anymore. At the very least a level should be playable to a finish trigger, regardless of the quality. Surely that has to be a minimum requirement for hosting custom levels?

What is your point of view on recent developments, like TREP and TRNG?

A while back, when TREP first came out, I decided after much thought to not use it because I wanted all my levels to be playable by Mac players. Now that Macs are being built with Intel processors and Mac owners can boot up into a Windows environment, that is no longer an issue so I've embraced the TRNG in a big way, even going so far as to Project Manage the writing of the new NGLE Manual.

Paolone has done incredible things. The guy is an absolute genius and this gift he's given the custom Tomb Raider community is priceless. There is so much to learn and very few of us really understand the power of this new game engine. As more builders learn its inner workings, we are going to see some exceptionally breathtaking levels being released.

You are not making your own objects, right? Doesn't that restrict you while building?

Not at all. I'm quite happy to use other folks objects and showcase them in my levels. Not everyone builds levels and we have many, many talented object builders who enjoy nothing more than seeing their work being released in good quality levels. I wish established builders would make more use of the talent out there. They need to see their work being appreciated and employed. Where would Po Yu be without folks using his amazing Lara objects? I'd rather use the objects of these talented guys and gals rather than make my own. Besides, learning to make objects, good objects I mean, is a career in itself and I don't really have the time. I'd rather spend a month building a level than spend a month making an object to put in a level.

Having said that, I did reach an impasse once when I needed a new guide for the Imprisoned Spirits. On that rare occasion I couldn't find anyone to build one for me so I made my own. He was fun to make and fun to work with in game. He's quite a character and really brought The Imprisoned Spirits to life and gave it substance and story.

What inspires you to build?

I suppose it's time to let out one of my little secrets eh? It's easy really. While I'm building levels, I always build one or two areas which I feel could perhaps lead to new ideas. So I'll take a copy of the areas that inspired me and stick them in a new project. After texturing and lighting a room or two, I'll have a wander around in game to take a look. I'll then mess around with textures and lighting until I'm happy. And then comes the fun bit - I take loads of copies of these one or two rooms and join them together in weird and wonderful ways until I've built a large area. In game I'll have a run around and take a look at it. If I don't like it, I'll rearrange the rooms or take them apart and join them together again. Eventually, something will take my fancy and a new level is born.
 
I got the inspiration for an entire level this way and it was built almost entirely from copies of one room. It's the A Time to Weep level of The Imprisoned Spirits NG, the huge Temple level with the massive columns.

This level began life as 64 copies of one room, 16 on each level with 4 levels, plus the shallow lava at ground floor, another 16 rooms. I suppose some folks will think this is an easy way to build, and I guess it is as far as geometry goes, but it took me over a week to fix all the portals and texture it and by a week, I'm talking 7 x 12 hour shifts. I was ready to scream by the time it was done. Well worth it though. Sure, it's a quick level and you can run through it in 15 minutes if you know the quickest route, but hey, it started crashing the editor so it was as big as it was ever going to be.

 
The point is, it was by simply joining 64 copies of one room together that gave me the inspiration for this level. Actually, it was originally 80 copies but I had to delete a whole layer to stabilise the level when it started crashing. There is a single flipmap trigger in this level that flips the entire ground floor area of 32 rooms when the lava changes to water. I didn't think it would work, but it did!
 
I use this technique quite a lot now, ever since I learned that the original Devs that worked on the official Tomb Raider games used it too. It really does work for giving you inspiration. There is nothing worse than looking at a huge 18 x 18 click empty blue box in the Editor. That will certainly drain your inspiration and make you want to give up! I never start that way now. Why not try it sometime? Make copies of a finished room you like and have fun joining them up in all sorts of ways. I guarantee you'll find plenty of inspiration before long.

What are your future plans with the Level Editor?

Time is proving to be a growing problem for me now. When I first started building I had plenty of time. Now, I don't have much time at all and all my spare time seems to be directed more and more towards Skribblerz and maintaining the site and the forums.

However, I'm not giving up building, at least not yet. I've been heavily involved in remaking all my older, rubbishy games and bringing them up to what I consider to be a playable standard. Flashback was, after all, a remake of Genesis, Exodus, The Loch and The Lake of Fire. That was a heck of a lot of work. The Cave is a Next Gen remake of Sheep in Wolf's Clothing. The entire Imprisoned Spirits series was completely remade and repacked and now I'm working on the entire Jungle Ruins series. It takes forever. On top of that, there are other things like the Baptism of Fire project, helping new level builders to a successful launch of their first work, and the Skribblerz Stones, which is now a yearly event. Once Jungle Ruins NG has been released, we'll see where we are and take another look at things.

June 2008
 

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