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Rencontre avec Brute
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Casual and top players are not the only actors of the Counter-Strike community. There are other people who spend some of their free time – amongst other things – to administrate tournaments, write news, shoutcast matches, going to LANs, etc. The world of eSport is full of volunteers who strive for its development. Some of them have a pretty high visibility, while others are in the shade; which don’t make them less important. Today, we are interviewing somebody who produced a considerable amount of work for Counter-Strike. Everybody knows or has played on one of his creations. Nonetheless he is only known by the most insiders of ours, especially by mappers.
It we talk to you about mappers, it is for a good reason. We have met one of the most known of them : Colin "Brute" Volrath. To give you an idea of its importance, you should know that Brute had thought and created some of the most played maps in the world : Tuscan (on 1.6 and source), Russka (on 1.6 and source), and Forge (on 1.6).
Some months ago, when mirage_csgo was released, we decided to contact him in order to get information about his work, about a potential release of Tuscan for CS:GO, or about his thoughts on cs:go official maps. Without further ado, here is the interview :
Hi Brute, in the past you’ve released both CS 1.6 and CSS maps. We’ve heard of de_tuscan on CSGO, how’s that going?
As for what got me started? That's a good question, I think it was more that I wanted to make custom maps that my friends and I could play on together, I knew what we liked when we played certain maps and I thought that learning something like this would build from there. The gratification of seeing your work being played really motivates you to keep working at it. I'm a big fan of drawing in general, for a new map, or a modified old map I spend countless hours drawing out 3D layouts of the various parts of the map before I even begin using the software. I never use the software without already knowing exactly what that bombsite is going to look like, I plan ahead and plan often. If I don't know what an area is going to look like, I draw it out, every time. And yes the first versions of the map are always simplified, I never start making a map complex until I know the layout is exactly how I want it to be. My biggest questions up front are usually the following. Is this map different than what is currently being played? What does this map bring to the community that isn't already there? What unique feature or game-play aspect can I bring to this map that will make it more enjoyable to the community? And of course the last question, is this map balanced and enjoyable?
How did you manage to have your maps added to so many official mappools? How did people get to know about them in a context where most players are reluctant to change? I'm sure if you look back at CPL Winter 2001 when NiP took 1st place they weren't playing Train or Nuke the same way it was played in CPL Winter 2007 when X3O took first place. Give the maps time. Make a map is not so simple ... Volcano has recently released a new version of de_nuke, what do you think of the map? There’s been a lot of criticism about the vents, what’s your opinion? Sorry if I sound a little angry over this question but I take A LOT of pride and honor in the hours I put into bringing maps to the community, and stealing someone else's work and re-releasing it as your own without consulting anyone or even giving credit to the original author is wrong. I know the community doesn't really know about much of this going on they're just happy the map is released and playable, but it should be addressed. As for the map itself I don't like it at all. This version of the CS:GO map didn't change anything from the CS:S version, it's just a fast ported version of the map. It looks exactly like the CS:S version and has no creative flair. The map should look different than the CS:S version, period. Just porting over the CS:S version and not changing anything is lazy. As for the actual map itself, I still prefer "de_cpl_strike" the changes made to "de_mirage" look ugly and sloppy in my opinion. The upper entrance on bombsite B and the central planting area around bombsite B look clunky and poorly executed. The map doesn't look as smooth and polish as it did when it was released as "de_cpl_strike". The only things I agree on is removing the spiral stairs outside of CT spawn, and adjusting "dragon" at the back of bombsite B by removing the fence. Russka by Brute. Can you give us a release date? The map may well be included in various mappools, it would be great to see it at DreamHack Winter in November for example. Thank you for your time, as usual I’ll leave the last word to you. Thanks again for the interview! A special thanks to all of the fans and support I've received over the past years within the community! Feel free to follow my latest work updates on Facebook, Twitter, and online at Brutesmaps. You can also find my professional mapping portfolio online at ColinVolrath.com. |
A special thank to Sickness and Hruntig for the translation
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