Q&A with Mateos




I had the honor to do an Q&A with Mateos (Thanks WuTangH for the hint) yesterday.  Who is he? Let’s find out..

Mateos is a mapper and waypointer for W:ET, heavy metal fan, huge FPS fan old or recent (Duke Nukem 3D, Painkiller, Wolfenstein Enemy Territory, Blood, Left 4 Dead, Killing Floor, Doom, S.T.A.L.K.E.R., Borderlands, …) just to name a few.

Q. Hey Mateos! How are you doing?
Hello, fine thanks, and you ?
Q. Thanks for taking this Q&A interview with me.
No problem ^^
Q. Probably not many knows of Mateos. What kind of guy is he? 
I play ET since 2006, been an admin, mapper, waypointer, and programmed a bit on the map editor, GtkRadiant. I used to be active on Splash Damage Forums, helping people whenever I could, especially mapping-wise.

Q. Is there a special meaning behind your nickname? Or just random?
It’s simply my family name 😛 Which translates into ”Kill yourselves” in spanish, for some reason!
Q. You’ve been a long time in W:ET and RtCW scene. What got you in to these games?
It started back in 2006 when I first got an internet connection. I bought a little magazine about windows software, and in the games section ET was listed. I recall my XP couldn’t run the game in multiplayer once the 2.60b patch was installed, so back then I used to play on 2.55, until I upgraded the RAM from 256 to 256+512 MB  😛 
Q. Have you played W:ET and RTCW since it’s release?
Well no, I wasn’t gaming on PC until I got an internet connection on my own PC, then started with ET and Duke Nukem 3D I played when I was a kid on a Windows 95 ?
Q. Do you still play these games?
Yes! ET-wise I still play and make waypoints (I plan to make maps again, and learn to programming to tweak GtkRadiant), and I play from time to time DN3D ; More rarely, RtCW, mainly MP or the Co-Op mod, also following ioRtCW progress, just like ET: Legacy ?
Q. I see sometimes you play other games too? What games do you play?
I mainly play FPS and solo RPG games, to name a few: Killing Floor, Left 4 Dead, Borderlands, Fallout, Elder Scrolls, Serious Sam game series. I appreciate more co-op games than deathmatch, though CTF is an exception. I like team-based games ?
Q. You’ve been mapping also for a long time for ET, how many maps have you made?
I mainly fixed or reworked existing maps, I helped people make some, but I have one made from scratch in preparation. And some ideas for others  😛 
Q. Can you tell us about your maps?
It started with 1944 Nordwind, an old popular but buggy map (spawns appearing/disappearing, Tank going through built Truck barrier, …), and it evolved into reworked, more detailed version: 1944 Nordwind 2. I released the source a while ago on SD Forums.
Then I fixes 1944 Huertgen Forest (Final 2 version, also made a Christmas version). I plan on going back to it because it has a few issues still, and some admins wanted to control the Tank speed.
I did (with permission) a rework of Supply, called Supply Depot Winter Edition (Supply_WE.pk3), which includes options available to admins (enable or disable cabinets, just like a popular ETPro script does, fixed the mortar and crane controls exploits natively). A map most have forgot about 😛
I have a map called Berghof Assault in the pipe, it has some balancing issues (because I expected some ETPro behaviors, and on pub servers it turned into a massacre ^^’), it’s on hold for beyond a year now. I’m trying to finish my currents waypoints first before going back to it.
I helped Devil Right Hand rebuild the geometry of Biohazard.
I promised Kemon to look into Dingenskirchen B1 performances (Dingenskirchen B2 is the latest release), but I couldn’t compile it well on my computer back then, planned to retry here again 😛
Also promised Magic years ago to finish a map.
I did some tests on map by WuTang regarding optimisation, but it led nowhere, due to lack of time.
Q. Have you done any maps for RtCW or other games?
I tried Source mapping but never got beyond tutorials.
I’d like to map for Duke Nukem 3D someday too.

Q. Any new maps coming in near future?
Perhaps… But no date yet 😛
Q. You also do waypoints for bots for ET maps. What got you started with this?
Back in 2009, I was part of a clan called The PartyCafe.
Fliquid, its founder, wanted to retire, and a vote was called to choose a new leader.
I got elected and started managing servers, which were running Omni-Bot 0.66; I noticed they weren’t quite smart, just running around like headless chickens, and then I started to learn waypointing, and still so to this day 😛
This is what made my choose my professional career later, as I am now a software engineer (so v6 works in game and IRL :P)
Q. Some say it’s hard to make waypoints, is it really?
The wiki is quite complete with text and video tutorials, you have a lot of waypoint on the official repository over at Assembla with commented scripts and various examples, plus the forums… If you’re interested in making or improving waypoints, you’re welcome ! It’s not that hard, just like mapping it takes time and motivation ? You’ll always find some help, no worry !
Q. How long time does it approx to make waypoints for one map?
It highly depends on the map, and it complexity: is it just straight, can you do several objectives at once, can some parts be bypassed (for instance, Fuel Dump covi+engi skip once the grate is destroyed)?
The human factor is something really big that waypointers usually take into account.
You have to think a lot when writing the script, sometimes you even need to create your own triggers to avoid bots playing in an incorrect area of the map (OB uses the printed text called upon events to know what’s going on, but stuff like switches or other objectives don’t always print something, this is something as mapper I do a lot since I started waypointing first 😛 ).
I started some waypoints in 2009, and they’re still not finished, while some were done and complete in an evening…  😛 
Q. Are you involved in any other projects now?
I’m a lot interested in engine and map tools programming for ET and Duke Nukem 3D, I worked a bit on a HD-fying mod for Redrum add-on for DN3D (I try to learn mapping, waypointing, engine programming, texture and model making for these two games, all the aspects of the game design in fact).
Following I always ask, they are standard 2 questions these days  🙂 
Q. How would you make W:ET and RTCW better?
Both scenes have a dedicated community still making custom content to this day, what more do you want?
Perhaps making RtCW free ?
Q. How do you see the RTCW and W:ET scene today?
Active and interesting! I follow several projects around these on GitHub and ModDB (Venom, Remake, RealRtCW, ETL, ioRtCW, …).
People saying games are dead since 10 years… lol
Q. Anything else you would like to add here about W:ET or RTCW?
I guess if I still play them to this day, it means I’m fine with them as is  😛 
Q. Do you have any expectations of the Wolfenstein2 franchise in the future?
I liked The New Order, bought but haven’t played The Old Blood yet, The New Colossus looks cool. They have a good atmosphere and character work. Some people are sad (perhaps almost upset) that there’s no MP, but like many I prefer a good SP game than a rushed SP and generic MP. ET is there and free ? (Sidenote by Ray: I‘m doing a playthrough of Wolfenstein: The Old Blood and will be uploaded on YouTube in some days)

Q. What’s your favourite metal band?
Ouch, hard question!
I mainly listen to thrash and black metal, and some heavy and industrial. I often go see gigs with friends.
I can’t really give a favorite as a single, and even if I split by sub-genre I can’t really 😛
I’ll just quote a few: Amon Amarth, Annihilator, Anthrax, Asphyx, Bathory, Black Sabbath, Clutch, the Cult, Deep Purple, Gojira, Havok, Iron Maiden, Judas Priest, Korn, Led Zeppelin, Machine Head, Ministry, Nostromo, The Offspring, Overkill, Rammstein, RATM, Sepultura, Slayer, Tchornobog…
I’ve seen most of them live. Perhaps I could meet some ET player at a fest like HellFest?  😛 
I also listen to some pop (Coldplay, Keane, The Killers) and quite a lot of synthwave (Carpenter Brut, Dan Terminus, Dynatron, Perturbator, …).
Q. A non-related question: What do you have in your fridge right now? 
Cheese, beer, eggs, a lot of charcuterie, milk… 😛
Green stuff, I don’t store, I buy when I need ?
Thank you!

Links recommended by Mateos:




Mateos personal links:



Battalion 1944 – Official Pre-Announcement Trailer (2018)

Yesterday, the developers of Battalion 1944 FPS Multiplayer game released a pre-announcement trailer.

 @Battalion1944 @brammertron @thebulkhead

 Quoting game developer “KingHoward” from Battalion forums:


Today we’re officially emerging from the dark. We have some massive things coming in 2018. It’s time to start getting hyped.

As Winston Churchill famously said after winning The Battle of Britain; 
“Now this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.” 

From here on in Battalion is going to get even more exciting. I’m considering this the end of the beginning of this amazing project that I’ve been lucky enough to be a part of. From its inception, we have strived to create a game worthy of sharing the experience of the classic shooters that many of us grew up playing and arguably more importantly, the experience that many people are to young to have enjoyed.

This is it, Battalion has built a strong base that has time and time again received exceptionally good feedback, better feedback than we ever anticipated. We’ve listened to our community and we’ve applied changes they’ve asked for in every alpha.  

Soon, in beta, you’ll have the chance to do the same, and then again in early access. The process of this developer listening and reacting to the community won’t ever stop. Be vocal and be supportive and we’ll keep working hard to produce the real ‘back to the roots’ shooter of the year. 

Here’s our official announcement of our gameplay trailer, which is coming January 9th, 2018.

You guys have been amazingly patient these past few months. We’re still working ridiculously hard – but now is when we start gearing up for the big announcements coming in 2018. Our social media accounts are now back online – you’ll see us tweeting again from tomorrow and we’ll be more active in general.

For those of you who are participating in the alpha tests this weekend, please remember the game is under NDA still, however we would appreciate you sharing this trailer to your friends and letting people know what you think of tha game so far! We’re happy for people to discuss the alpha, but absolutely no audio, video, or image content should be shared publicly.


Source: Battalion 1944 forum


Battalion 1944 WEBSITE

Battalion 1944 FORUM

Battalion 1944 FACEBOOK

Battalion 1944 TWITTER

Battalion 1944 YOUTUBE

Battalion 1944 STEAM


Running Down The History Of Wolfenstein, The World’s First First-Person Shooter

Gameinformer published an article some weeks ago about the history of Wolfenstein games. Intresting to read for those who are new to the Wolfenstein franchise.

Here’s their article:

First-person shooters are inescapable, with the biggest franchises letting players roam the battlefields of history and imagination to mow down foes, win wars, and emerge as the top contender on scoreboards. The genre hasn’t always been as ubiquitous as its current success suggests, however.

While Doom is often remembered as the game that kickstarted the first-person shooter craze, Wolfenstein 3D paved the way for its sci-fi sibling to come screaming into existence. However, Wolfenstein is more than just a stepping stone. Over the years the pulpy WW2 has changed several developers’ hands, constantly transmuting and bouncing all over the place tone-wise, but has never lost its identity, even when both Medal of Honor and Call of Duty arrived, choosing to wallow about in arcadey violence instead of following the more realistic and procedural design of more modern WWII titles for two decades.

With Wolfenstein II: The New Colossus out in a few weeks’ time, we thought it pertinent to go over the long history of the series and break down the confusing chronology of its decades-long storyline.

Shootin’, Stabbin’, Sneakin’ Around Nazis
Wolfenstein arrived nearly a decade before we first met the bare-chested, machine gun-wielding Schwarzenegger stand-in B.J. Blazkowicz. Castle Wolfenstein and its sequel, Beyond Castle Wolfenstein, were action-adventure titles developed for the Apple II and Commodore-64 that put more emphasis on infiltration and sneaking than the bloodletting of its successors.

Let’s not misspeak here: you still killed a lot of Nazis in these games. However, both titles had more in common with the pre-Solid Metal Gear games than anything else, letting you hide bodies, pick locks, and stab enemies. These early titles were a far cry from the constant stream of bullets tearing apart Nazis that would come to define the series’ ethos. Still, Muse Software’s adventure series laid the foundation for later Wolfenstein titles, particularly with its thematic focus on infiltrating bases, keeps, and bunkers.

In 1992, id Software, at that point known for the amusing platformer Commander Keen, took the series in a bold new direction that changed video games forever.