Interview of the Month - July 2000: Rick Clark


A pic from the ZDoom tech reference.

A pic from the ZDoom tech reference.

This months interview is with none other than the most productive man in Doom, Wildman, or has he's known to friends, family, and other miscellanious people, Rick Clark. Rick, if you don't know, is the brain behind many a good ZDooM level, the Zdoom tech reference, and the tragically short lived DEN. Here's the interview...
icarusweb: Where do you plan to take your new Doom editing letter?

Rick Clark: After looking at the posts on the editing forum on Doomworld I thought there was a need for some focused information on editing. DEN is not intended to replace the tutorials I have done, but rather complement those tutorials with quick tips and info (The DEN has now stopped, but if you think you could take over, give me or rick an e-mail - Editor).

icarusweb: What inspired you to do the ZDooM technical reference?

Rick Clark: When I started dabbling in ZDoom I quickly began to realize the power of combining the Doom source with Hexen's scripting engine. I put ZDoom at the top of my list of ports. Using ACS, you can do things in a game engine that you can't in any other engine, unless you want to write in C. The problem at the time was that no one knew how to use ACS. The documentation was quite poor. I really wanted to help promote ZDoom, just because I liked it and wanted to see maps using it, so I bought the book 3D Alchemy which has a nice ACS reference. Once I understood how to use ACS, I began to write the tutorials so that others could get started as well.

icarusweb: Do you get many responses from your work on the ZDooM technical reference?

Rick Clark: I have received many emails attesting to the fact that people started using ZDoom because of the tutorials so it has been worth my time. I am glad that Randy's hard work has been recognized.

icarusweb: Which of your ZDooM tricks are you most proud of?

Rick Clark: Actually, I really thought my two story building was pretty cool. I took the idea from Kurt's K2Bridge and extended it to a two story building that I thought was quite convincing. In fact, in my Wildpack 2, one map has a two story building and it plays just like a real two story building.

icarusweb: What do you feel influences your levels?

Rick Clark: Just about everything, really. I study other levels, books, tv and movies to see how stuff is built and then try to incorporate elements into my work. I am usually story driven in my maps, although it may not be apparent or obvious. I usually start out with a germ of an idea, that takes shape as I edit. Even when I plan out a level, it usually ends up different than my initial thought. Most of the time the end result is better. Sometimes it isn't. I don't release those. :)

icarusweb: How do you release so much stuff so quickly?

Rick Clark: I don't really know. Once I get an idea and start working on it, it takes shape quickly. I am quite proficient with WadAuthor and I am quickly getting used to DeepSea, so I don't spend a lot of time trying to figure out the editor.

I am also not afraid to trash an area and redo it. If something seems to be heading in a direction I don't like, I cut and redo. It is much harder to try and repair an area, than to just redo it the right way. I think a lot of people spend time trying to fix an area because they think they have spent so much time on it that if they start over it all goes to waste. The fact is, that if you just kill it and redo it, you have a much better idea of what you want to accomplish and so achieve your results that much quicker. You never see a lot of maps for this very reason.

icarusweb: Can we expect to see anything more from DooM: The Next Chapter?

Rick Clark: I am currently converting the web site to a Word document that will be available for download. I will also have a PDF version as well, since I have the Acrobat plug-in for Word. This will enable easier updates and will be better for the users as well. It is nice to have a set of rules printed out and handy when you are trying to play the game. I am really quite proud of DTNC and I think it turned out very well. Frankly, I am surprised id hasn't turned out a Doom game like it. I guess no one thought of it.

icarusweb: How's your strategy game going?

Rick Clark: Its going, but slowly. I have been concentrating on other projects but I haven't set it aside.

icarusweb: I know you're a ZDooM man, but which other ports do you like?

Rick Clark: I actually play with all the ports. My Doom folder is 2 gigs. I really think Edge has great potential, especially with DDF. The scripting needs to be replaced though, with something that is more like a programming language. If Edge had something like ACS I think it would rival ZDoom. The 3D enhancement is great. I am not one of those who think adding true 3D is going to ruin Doom. And the Edge implementation is straight forward and understandable so I expect to see quite a bit done with Edge.

icarusweb: Which is your favorite ZDooM only level? Any particular favorite bits?

Rick Clark: I think that Tei Tenga is really the best ZDoom level to date. I have yet to see any project, my own included, come remotely close. I have to say my favorite little trick is from my own Warehouse level. I have received many emails about the ending Cyberdemon. Some folks emailed me saying what the hell? But then I give them the hint and they write back and say Duh! J I have probably gotten the most emails from any of my maps because of that ending.

icarusweb: Have you got anything else planned that we don't know about yet?

Rick Clark: Well. I'll give you scoop. I am currently working on a short novel set in the DTNC world. No date is set on completion, but it'll be on my web site when it is done. I am not going to give out any other details than that. You'll just have to wait.

icarusweb: What do you like to do apart from Doom?

Rick Clark: Apart from work, I do a lot of reading. I don't watch much TV, although I do like to watch DVD director commentaries. I subscribe to several technical and scientific journals and like to glean ideas from the pages. I also am trying to get published this year so I am writing. I actually don't do a lot of Doom, probably no more than 8 hours in a week. I spend time with the family. My daughter likes to beat me at Soul Caliber.

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