Paul Jaquays
id Software | Level Designer | Aug 7, 2001, 17:27:08 (ET) |

Name: Paul Jaquays
Description: Level Designer
Skill Portfolio/Background: See bio on id web page for details

Current projects: DOOM

August 7, 2001
The QuakeCon 2001 MapObject Model Contest gallery map is now officially in the hands of the contest judges. Eighteen modelers (and a few texture artists) submitted 22 entries comprised of individual models and suites of models (over 50 in all).

A "player" version with of the map, with appropriate credits, will be released to QuakeCon Attendees after the judges have submitted their ballots. A public version of the map will be released after the convention. Models will be released at some point after that.

Special thanks go to Timothee "Ttimo" Besset who helped me through some editor issues over the weekend and Camilla "milla" Bennett who whipped up a rework of the convention logo for inclusion as a texture plaque in the gallery map.

NOTE: Participation by Judges noted below will depend upon their availability at the time the gallery map is ready for review.


One of the seminars I'm hosting at QuakeCon is going to be an off the cuff, shoot from the hip, no-holds barred (leave your sensitive egos at home), on the spot map review of maps made be convention attendees. It takes place Saturday August 10th at 10:30 AM in the seminar ballrooms.

I've twisted the arms of a couple Q3A engine level designers from other companies who are going to be at the show and convinced them to sit in on this with me (and I expect to hear from a couple more after this). We've got barely and hour and we'll run through (not play) as many maps as we can in that time frame (no more than 5 to 10 minutes per map). One of us will drive and we'll run through the map on the big screen making comments, criticisms and hopefully useful suggestions for fixing up maps in production.

That's right ... maps in production ... not final released maps. To be reviewed, a map must work with vanilla Q3A or Team Arena. Any textures not in the original games must be in the map's pak file. The map MUST be compiled and in a pak file. No map files. Finally only maps by convention attendees will be reviewed ... and the map maker must be present in the seminar.

To submit a map for review, send an email to the main QuakeCon model contest address: In the email give me a download link that I can grab after August 4th. If you need to make other submission arrangements let me know.

Maps to be reviewed and the order of review will be chosen by random drawing prior to the seminar. If the map maker is not present in the seminar room, we move onto the next victim. Looking forward to seeing you there bright and early. ;)


This bit of informal dicussion (probably a panel of "famous" game makers if I can convince them to reveal their life stories), will discuss breaking into the industry. If we run out of steam on that topic, we can move onto general questions from the audience that don't require that the panel members to reveal corporate or trade secrets. Takes place at 2:00 PM on Thursday, August 9th.


This panel presentation seminar at 1:30 PM on Saturday deals with the sticky issue of "Foxxing" ... where mods are shut down for infringement on intellectual property rights. We intend to present a history of "foxxing", give an overview of copyright law as it relates to game mods, touch on "fair use" in the same light, and give some insight into why companies must protect their copyrights and trademarks. Ideally, we'll have some time for discussion. As long as everyone understands that we aren't dishing out legal advice or establishing company polices, we'll do just fine.

See you at QuakeCon!

QuakeCon 2001 Map Object Model contest News Update
Judges Selected

The following are the judges who have volunteered to review and score the models for the QuakeCon 2001 Map Object Model Contest.

AstroCreep. Level Designer. AstroCreep is a map-making hobbyist who has devoted much time and energy recently to developing the map making skills of others. After working with mappers and modelers for over a year and a half on the Quake3World forums as moderator of the content creation forums, he recently created forums at devoted to Quake III mapping.

Eric Biessman. Level Designer. Eric is the Design Services Director at Raven Software and was the Design Coordinator on Soldier of Fortune. His credits can be found on a string of titles going far back in Raven Software’s past, including CyClones, Heretic - Shadows of the Serpent Riders, Hexen, Hexen - DeathKings of the Dark Citadel, Hexen II, Hexen II - Portal of Praevus, Heretic II, Soldier of Fortune, and (finally!) Star Trek Voyager - Elite Force.

Duncan Brown. Level Designer. Duncan recently departed his position as a level designer with Lucas Arts (where his name appears on numerous Star Wars titles) to work as a consultant with ZenLux , a virtual real estate company, specializing in the conception, production and maintenance of online environments.

Andrew “ALPHAwolf” Gilmour. Artist. Andrew took first place in the QuakeCon 2000 and now finds himself busy as an artist Ritual.

Richard “levelord” Gray. Level Designer. Levelord is justifiably infamous for a long list of game projects over the years. He continues to push the envelope in level design on Ritual’s yet-to-be-announced project.

Jim Hughes. Level Designer. Jim currently handles the responsibility of design lead for Raven’s Solder of Fortune and a future, yet-to-be-announced project.

Brandon James. Level Designer. Brandon is president of Nerve Software, currently working on yet-to-be-announced projects. Brandon’s level and game design work can be seen in Quake 2, Quake III Arena, and American McGee’s Alice.

Brian “bobo_the_seal” Jones. Artist. Brian is busy with modeling and texturing chores on Ritual’s yet-to-be-announced project.

Brian Pelletier. Artist. Most recently Brian served as Project Leader on Raven Software’s Star Trek Voyager: Elite Force. He’s shift back to doing creative goodness for one of Raven’s future, yet-to-be-announced projects.

John “HAL-9000” Schuch. Level Designer. He is currently working on the James Bond game for EA and contributed to the first Team Arena Map Pack.

Kenneth Scott. Artist. Kenneth has worked at id as a texture artist and modeler on Quake III Arena, Quake III: Team Arena. He currently applies himself as conceptual artist, model maker and texturer on id’s new Doom project.

John Turner. Artist. John is an artist and animator on the Nerve Software team, focusing mainly on modeling and animation.

Timothy Willits. Level Designer. Tim is the lead level designer on Doom and did the same task for Quake II, Quake III Arena and Quake III Team arena. His string of professional design credits goes back to Final Doom.

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If it's not here, it's vapor. Check out somebody's archives if you want to read my previous bits of wisdom and flame.
id Software...
Timothee Besset 2007/02/02
Christian Antkow 2005/09/08
Kenneth Scott 2005/07/18
John Carmack 2005/01/02
Fred Nilsson 2004/11/08
Todd Hollenshead 2004/11/04
Robert Duffy 2004/10/15
Tim Willits 2003/09/10
Graeme Devine 2003/07/03
Jim Dose 2002/08/19
Kevin Cloud 2002/04/16
Andy Chang 2002/03/14
Matt Hooper 2002/03/14
Paul Jaquays 2002/03/08
Seneca Menard 2002/02/15
Brandon James 2002/02/15
Eric Webb 2001/08/01
Mal Blackwell 2001/02/01
John Cash 2000/03/31
Dave Kirsch 2000/03/24
Brian Hook 1999/06/01
Katherine Anna Kang 1999/03/04
Paul Steed 1998/12/29

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