C&C Inside Interview (English) - 5/2/05
German version
Here
Hi Edan Dover, thank you for spending
your time in this interview. At first I would like you to present you and your
projects.
Well to say a bit about myself, I’m a junior in
high school in New York, I’m a musician & composer, a web designer, and founder
and leader of Star Wars mod for C&C Generals Zero Hour,
Star
Wars: Imperial Assault. My modding projects are limited
to Imperial Assault, it occupies plenty of my time =).
Have you ever worked on other mod
projects before Imperial Assault, maybe for other games?
Nope, I came into Imperial Assault with an idea, a liking for the game, and
an interest in modding, nothing else. I do not have any other modding experience
outside of Imperial Assault, and quite frankly, I’m not a huge video-game
player. While I keep up to date on the latest games, I don’t play too many.
How did you came to the idea to take
Star Wars as mod scenario? Are you just a hopeless fanatic and come to the idea
by yourself or was it another Game (Star Wars: Battlegrounds) or Mod (C&C Meets
Star Wars, Renegade: A new Hope) that inspired you?
I wouldn’t say I’m a Star Wars “fanatic”, but I
do love Star Wars. My inspiration was gathered from an exploration of the C&C
community in attempt to find more information about the soon-coming-out Zero
Hour. Visiting sites like
CNCDEN
regularly, I learned how to start making maps for Zero Hour, and submitted them
to sites. When I saw Lion posting mod news, I started investigating them—before
I did not even know what a mod was. In addition, I wanted to design a website
for the C&C Community, so starting this mod seemed like the perfect opportunity.
I knew it would be a lot of work, but I had no idea it would impact the
community and my life to the level it has and development would continue over
1.5 years later.
Because of Empire at War you try to
get your mod completed as quickly as you can and you even joined the Derelict
Studios for this plan. Aren’t you afraid that this could be bad for the quality
of the mod?
When we (the IA team) learned about EaW, while we were excited to here a Star
Wars RPG finally being developed, it was also frustrating to hear—especially
when we started seeing screenshots. Our mod was around before the creation of
Petroglyph studios, and it seemed unfair that they could take a name like
“Empire at War”, almost the same as “Imperial Assault”, and put all the people
who made the C&C games in the staff. While it is frustrating, I’m still
extremely excited to play EaW and know that Imperial Assault will be very
different from EaW. In addition, IA is a mod of the C&C Community, and because
of that I don’t feel the development of other games will diminish our potential.
Like I’ve said countless times before, I’m going to continue with IA to the very
end, regardless of the development of other games.
The Demo-Level of your campaign was
quiet hard for the first mission of the first campaign. Do you plan to make a
campain for advanced players and pros?
Haha, you have some practicing to do =). I’m not sure at this point exactly
how difficult the campaigns will be (as they have not been created yet), but I
do know that they will logically increase in difficulty as you advance through
them, and I assure you they will not be a walk in the park like previous ZH
missions have been.
Your balance seems to be like in Red
Alert 1, where the allies had weaker units and needed to fight smart against the
soviet superiority. Was that your plan when you started the mod or did it just
result from the technology?
We came to this mod with a very detailed concept
design, and our excellent concept designers have correctly predicted many of
these possible issues, including the inferiority of Rebel technology. We came
into the mod knowing that Rebels would be significantly inferior to the Empire
in technology, but we solved this by agreeing that strategy and micromanagement
would allow the Rebels to prevail. As a result, we’ve made the assumption that
while less experienced players will be best with the
Empire due to its brute strength, more advanced players
will see the advantages of the
Rebel Alliance as they become more experienced playing
the mod. In addition, Rebels will be much more effective at rushing, especially
with the ability to put infantry on their cargo skiffs (supply-gathering
vehicles). All final balancing will be done when we get to the beta stage.
In the final version you plan to
integrate the Old Republic and the Separatists in the game. May you tell us some
details about this sides and in which version we will be able to play them?
The
Old Republic and the
Separatists were added to our mod about 6 months after
development when we were offered some clone-war-era models and skins. While the
concept has been fully written up for them, and we do have many of their models
and skins, we have not begun adding them to our code due to our effort to get
the Rebel Alliance and Empire completed first.
Could Episode III cause that you have
to change some of the ideas of this two sides?
Definitely, especially for the clone-war factions. We’ll impliment those
ideas we see fit to help enhance our mod.
You have plans to convert the planets
from the movies to the game as maps. Don’t you sometimes have problems, because
the groundtextures and the style of graphics in generals doesn’t fit to this?
Tibmaker got us a bunch of new textures to add to those in Zero Hour
(including death star textures), however, unfortunately, there is a limit on how
many textures there the engine can handle, so we’ve had to cut a lot of them
out. Nonetheless, with experimental lighting, the ZH textures, larger trees, new
civilian structures, and several new textures, we have been thus far successful
in making our maps appear to be part of the Star Wars Universe.
Aren’t you afraid that LucasArts will
stop the project someday?
We’ve considered that a lot, and we’ve decided that although the possibility
always is there, we cannot let it stop us from celebrating the Star Wars
universe and continuing construction on our mod.
Is there something you would like to
say to the community?
I’d like to encourage everyone to visit our site
if you haven’t already,
www.imperialassault.com,
download our alpha, and say hello on our
forums. Thanks for your continued support and thanks to
CnC-Inside for the interview! And yes—we will put together a German version for
our final releases. Thanks again.