Remnants of the Empire
[Antilles] Tell us a little bit about yourself and your past level editing experiences.
[SavageX] Well, as you all may know, I'm SavageX. I live in sunny California (in the middle of Silicon Valley) and I like to do some editing in my spare time. Jedi Knight wasn't my first level building experience. I first started on the original Dark Forces. I wasn't very good at it, but it taught me some of the basics of editing (like vertices, sectors, walls, etc.). I then moved onto making missions for TIE Fighter. After that, I started to make levels for Duke Nukem 3D. I made about six levels with that engine. Then, sometime in August of '98, I got into Jedi Knight editing. The level I made for JK was a multi-player called "The Oasis Base." Then sometime in October, I released my first single player level, Remnants of the Empire.
[Antilles] Could you give us some hints about what your next level will be about?
[SavageX] My next level that I'm working on is Leeza's Destiny 3. This level takes place in a prison camp, where our heroine, Leeza, must escape her cell, find the Rune Key that holds data about the temple in which Vallo is heading for, and then find a get away ship.
[Antilles] Which level so far that you have made is your favorite, and why?
[SavageX] My favorite would have to be Remnants of the Empire 1. It was my first level ever and I was constantly repeating to myself "This level is cool!" whenever I edited it.
[Antilles] Which one did you have the most fun making, and why?
[SavageX] All of the Remnants of the Empire levels because each level I made introduced something new.
[Antilles] Which do you prefer to edit: Jedi Knight or MotS?
[SavageX] I would say MotS because it has more features, but I like the original JK the best. The reason why is because more people have this game than having MotS, which means I have a bigger audience. Plus, this version is not as choppy as MotS can be.
[Antilles] How long does it usually take you to complete a level from scratch?
[SavageX] It depends on what kind of plot I'm working with. If it is a saber level, I'd say a day or two. If it is something like Remnants of the Empire 2, then that'll take awhile, like about 3+ months.
[Antilles] Do you try to make your levels extremely realistic, or do you just do whatever you want?
[SavageX] I try to make it realistic, but, of course, we all know that the first person shooter isn't realistic to begin with, so I try to keep it as real as possible.
[Antilles] What mood do you try to put your players in as they play?
[SavageX] I usually use lots of shadows to be cast in the levels so the player would feel like he/she is in danger. I like the idea that players should be able to travel in the beginning of the level smoothly until they run into the enemy. Then from there, they'll be hunted down constantly by the enemy, giving them the sense of danger. The missions that work best with this are the ones where you are sent to infiltrate a base, do what you need to do, then get back to the landing pad or rendezvous point. That's why Remnants of the Empire 1 and 2 are set up like this. Of course, sometimes I can't do this style of play when the story isn't like this.
[Antilles] What made you want to design your new weapons? Describe your experiences in designing them.
[SavageX] The first weapon I designed was the Assault Cannon. I thought it would be cool if players would be able to use this gun from DF1 in JK. The second weapon I made was the mandalorian rifle. This weapon was first introduced in the Jake McHenry series. I also have it now in the Remnants of the Empire series.
[Antilles] By the way, where did you get your name, SavageX?
[SavageX] I got the name SavegeX back in the days when TIE fighter came out. In that game, I played as Savage McKensy. I later added the X when I tried to sign onto the MSN gaming zone. They wouldn't accept Savage, so I named myself SavageX378. I play by that name still on the zone. I remove the 378 part when I use my name for JK editing.
[Antilles] Thank you very much for your time.
[SavageX] You're welcome. Been fun talking to you