Interview with Teuthis

Been awhile since interview, so time to make a new one with ET Mapper Teuthis mostly know for ET maps like, Teuthonia Final and Siwa Teuthonia.

 

Q. Thanks Teuthis for taking time for this interview. How are you?
Thanks a lot for inviting me, I’m doing very well.
Q. Can you tell our readers a bit about yourself?
Sure thing. I’m German and will turn 40 this year. I ´m working as a scientist in a leading position at a large Research Institute. I am actually the vice director of this institute. I am married and have a 9 months old son.
Q. How did you come up with the name Teuthis?
The name originates from the giant squid Architeuthis. With his 10 arms he reminded me a bit on myself playing ET. And I love scuba diving and have seen lots of squids and think they are awesome creatures.
Q. Haven’t seen you for a while with mapping. Been busy elsewhere?
Yes, very busy. We recently bought a house and together with my work and the family this keeps me very busy.
Q. Any new maps in the making? 
Well, I do have some unfinished projects on my desk. There is an unfinished pirate-style map called Tortuga and also a 3rd teuthonia map (port_Teuthonia).
Q. Teuthonia Final and Siwa Teuthonia were 2 maps out of 3 you had planned and they were all connected togheter somehow? What was the third map?
Correct, the third map is called port_teuthonia. The basic idea behind this trilogy is that the story starts with siwa_teuthonia, in which the allies have to get access into the village of teuthonia. In the second map of this trilogy, teuthonia, the allies have to break into the bank to steal some gold bars (just like in Goldrush). In the third map, port_teuthonia, the allies start the map with owning the gold already and and need to bring the gold to a ship. The map then ends when the gold is loaded on the ship and after the anker has been lifted. So one story going over three maps.
Q. Do you make all maps by yourself or are you in coop with someone?
The three maps I published so far have been done essentially by myself. Of course, I had tons of questions down the line and received great technical help from various TWT members, most notable Acqu, Thunder and Mateos.

ET:Legacy – team has some suprise coming up..

We have a little surprise coming up for you this weekend. Here’s a little teaser.

 

So stay tuned for more news.  :mrgreen:  :mrgreen:

Source: ET:Legacy – thru Facebook.

Interview with Kemon from ET:Legacy

Our next interview with a member from ET Legacy – team, Kemon.

 

“Enemy Territory: Legacy, an open source project that aims to create a fully compatible client and server for the popular online FPS game Wolfenstein: Enemy Territory – whose gameplay is still considered unmatched by many, despite its great age.”

Hi and thanks for having this interview, Kemon!
My pleasure. I have to admit, that I was pleasantly surprised by your interview request, but it’s always nice to see interest in our project.

How did you get involved with ET:Legacy?
To be completely honest I’m not entirely sure anymore, but I’ll try to recap it as best as I can. I started mapping sometime in 2009/2010. After that caught my interest, I somehow ended up with ET:Xreal and started to work on improving the standard maps for them. However, I was still at the beginning of my journey, so I was lacking the proper skills to support them, so I stopped. It must have been around 2013 when I first joined the #etlegacy IRC channel. I don’t really remember how it went from there, but I ended up starting to recreate the game textures to get away from the proprietary license on assets. From there it just kind of happened, I guess.

How is it going with ET:Legacy at the moment?
It may seem exaggerated, but in my opinion development and progress are in a fantastic place right now. I’m not sure whether you follow the development that closely, but the activity page on redmine is looking wonderful. Also, the tasks and features that are being worked on are very promising. I’m convinced that 2017 will be a good year for ET: Legacy.

Is there a lot of stuff to do?
Haha, well if there is one thing we have sufficiently, it’s work. On a more serious note though, all of the current and upcoming issues can be checked on our Roadmap. Simply judging by the raw number of tickets and not their required workload, the next release is currently around 70% ready. You might have heard that in February we hit ticket #1000, which is a rough indicator for the complete workload of this project. However, I think I speak for the whole team when saying that after all this time, the dedication for this project is still high.