justin

Interview by Miguel Marado (MigMarado); edited by Modi Flanagan (nerdfury) in May 2021

 

 

 

Miguel: Thank you, Justin, for agreeing to this interview! I'm excited for this opportunity. Tell us, especially those who may not know you from the trle.net community forum: who is Justin Brinner?

 

Justin: Thank you for interviewing me! At this point, I'm now a stay-at-home dad that works on making TRLE games in the spare time. I have a beautiful wife (some may recognize her photo in the “Dark Estate” [level in “Horizons - The Hellgate Saga”, Justin's latest, and very successful, release]) and an awesome daughter in grade school. We also have 2 cats for those pet-lovers out there.

 

Miguel: We'll actually talk a little bit about animals later on. So, pet-lovers stay tuned! Justin, you have a handle on your email, Ankh of Mishra, and as a sort of signature on some releases. If I'm not mistaken, that comes from one of your interests, Magic - The Gathering. Can you tell us about that?

 

Justin: “Magic” is a card game that I've been playing since 2000, after starting with CCGs (collectible card games) in the form of Pokemon. I haven't played competitively or even that much at all in the last 10 years, but it still remains a big part of my life. Ankh of Mishra is the name of one of the original cards from the game, and I've always loved it (the character, Mishra, was an important one from the original lore).

 

Miguel: So you've been playing before you even started building. That is impressive! That was my weird segue into level building, everyone.   Justin, you were "building" even before there was an editor out, creating architecture using AutoCAD, right? How did you end up stumbling upon this site, trle.net, when you were building your first levels?

 

Justin: Yes, that's right! I can't remember how I found out about the editor, but it was definitely before I got my own copy of TRC [Tomb Raider Chronicles] (maybe through a gaming magazine). I was in school for drafting, so was already pretty good with AutoCAD, so I basically started "sketching" up level ideas before I got my hands on the Winroomedit. Ironically, I never messed with Meta [Metasequoia] or other various importing tools, so my use of AutoCAD was strictly for ideas back then. I can't remember at all how I found my way to trle.net, but I suspect someone from TRF [tombraiderforums.com] recommended it. It was clearly a good recommendation :)

 

Miguel: What motivated you so much to build back then that you used software like AutoCAD?

 

Justin: I think it was mostly excitement. The idea that we could start building our own Tomb Raider levels was amazing. At the time, I didn't realize that people were already making custom DOOM levels, and such, so this was a very new idea to me. It was only icing on the cake that Tomb Raider happened to be my favorite series of games.

 

Miguel: DOOM plays a role in your relationship to trle custom levels. We'll also explore that later on. You're not getting paid any money for your trle work, obviously. Is Tomb Raider still your favorite game series? Did that keep you motivated all of these years? Where do you get your drive to build?

 

Justin: Tomb Raider is still actually my favorite! It's played a big part of keeping me in the LE scene, but the trle community is a stronger pull. I drifted away for months at a time as my desire to build waned, but I always wanted to stop in to at least see how all of my TR friends were doing. My drive to build was always weird early on. Most of my drive now comes from my wife, and you can see what her influence has done with “Emerald Dreamscape”, “Languid Wastes”, and “Desolation” [levels in “Horizons - The Hellgate Saga”]. These are levels I could not have even imagined before 2007.

 

Miguel: You mentioned your now wife, Joan, as a source of well-being in your last interview back in 2008. From what you just said and from your dedication at the end of "Horizons - The Hellgate Saga", I think it's fair to say that is still true. Joan clearly inspires you. Does she otherwise play an active role in your building experience?

 

Background save game image from “Horizons - The Hellgate Saga”, showing Lara and a Hellknight emerging from a singularity portal:

 

 

Justin: She plays an active role in providing ideas and solutions, for sure! She doesn't play Tomb Raider at all, but enjoys watching me play :)

 

Miguel: You'll have to give Joan shared credit, then! Haha. How about your daughter? Does she watch and/or play?

 

Justin: Joan definitely gets credit! Our daughter has played a bit, but she's not really into the focused-goal adventure stuff. She's more into Roblox and Minecraft (but she loves building games in both, so she'll eventually be building her own levels, I'm sure). She does enjoy watching me play sometimes, though.

 

Miguel: It runs in the family, I see! What other people in your life know about your building? What do they have to say about it?

 

Justin: My siblings know all about it. My brother tried his hands at building way back in the day, but it wasn't his thing. My younger sister doesn't build, but she loves playing Tomb Raider, and is actually playing my game now!

 

Miguel: That is really cool! It's fair to say that Tomb Raider is an integral part of your life. What about it makes it your favorite game? Is it something very particular to Tomb Raider, or do you think now it is more about nostalgia?

 

Justin: We can't deny the nostalgia, but I do really love many aspects of Tomb Raider. It has exploration, various locations, weapons, an attractive, strong female lead. Most important for me are the puzzles.

 

Miguel: I'm with you there! The fact is Tomb Raider and the trle community are still going strong, attracting newcomers to build or play these now vintage gamesPeople like you, active over so many years and very positive towards newcomers (like myself not long ago at all) play a major role in that. I also remembered how Phil, one of our most trusted walkthrough writers, warmly and repeatedly asked for new releases from you in reviews and on the forums. What part would you say the community plays in your daily life and in your motivation towards not only staying active, but actually building?

 

Justin: The trle community played an enormous part in my daily life between 2001 and 2008, especially Lara's Home. I'll admit that it was far less a part of my life until about 2014, but I was really focused on my family during that stretch :) I'm glad to be back and more active, I just need to make sure I balance everything correctly to avoid burning out. That said, there'd be no motivation to build at all without this strong community. Afterall, most of us build for everyone in it :D

 

Miguel: I totally get how you could get burned out if you don't pace yourself. After all, you have 21 releases so far, and many more levels included therein. You are the custom level builder that has been active for the longest time, almost 20 years! How do you feel about that accomplishment?

 

Justin: That's... actually hard to believe! I hope to see Piega, Magplus, or GeckoKid release another game :D Did Titak start after I did? Haha, it's pretty awesome to have been active for this long :)

 

 

Miguel: Titak released her first game almost two years after you :) [justin’s first release was on July 26th 2001, while Titak’s was on February 11th 2003] Congratulations on your longevity and on being able to stay fresh and apt to learn! Do you have any unreleased levels, that you built as playable test-levels, or that you thought might not have been good enough?

 

Justin: Oh I sure have built a lot that were not released! However, almost all of them were not released because of PC crashes. As you can see, “Atlantis” and “Dark Skies” end abruptly! I had finished all of the “Northern Station” and a good chunk of the last level (I can't even remember the name) when I lost it. My biggest regret with that was a really cool bathroom mirror room I created, where the player would shoot the mirror and find a way into a back room. This was a time when setting up a mirror room was a lot of work! I had later finished “Dark Skies 10-14” and was building and rebuilding the bonus level (I rebuilt it like 6 times) when my PC crashed again! The bonus level was supposed to be a grand valley, which as you can see, eventually turned into “Utopia Vale” when I started “Legend” (now called “Horizons”)! Everything I have built since then has been released, and since I'm more PC savvy, I haven't lost anything to motherboard crashes (the hdd rarely crashes, so I have been able to recover my projects). I also backup everything regularly now.

 

“Horizons - The Hellgate Saga” gameplay screenshot on the level “Utopia Vale”

Miguel: I can't begin to imagine the pain of losing a number of levels to crashes. I lost a few writing projects, and that was enough pain for me. I double backup now! Despite your very prolific start, with 16 (!!) releases within the first year, you don't play that much, do you? Where do you get inspiration? How do you set the standards for your levels, so to speak?

 

Justin: I'm sorry that you've also experienced that! Though it's safe to assume that it's just part of a creative life. Early on, I only set my standards based on screenshots and the little I did play, which wasn't a good idea. That said, an extraordinary amount of my inspiration came from Emoo's levels. I absolutely lovedRecon Labs” and “Antarctica”, and felt my style and abilities were fairly comparable to Emoo's. Nowadays, I have the luxury of watching people play levels on Twitch and Youtube! So I get lots of research and inspiration with so little effort haha. Of course, I only started watching levels in 2020, so that's a very new thing for me. I've also played throughHimalayan Mysteries” and “Mists of Avalon”, so Titak's levels are my benchmark for top-level.

 

Miguel: Twitch and YouTube are less of an effort for you than playing, walkthrough in hand, then? What is the most interesting thing you have learned from those streams so far?

 

Justin: Definitely easier, because I can watch while doing tasks around the house or while eating, etc. I've been able to see some awesome use of objects and effects, and of course marvel at the brilliant texturing, lighting, and atmosphere other builders have been able to create. I'm also always on the lookout for other builders creating unique puzzle setups.

 

 

 

Miguel: That makes a lot of sense! I don't want to linger on your earlier games too much, since Lara For Ever grilled you on those for your first interview, haha. Still, according to the reviewers, your first levels were easy and somewhat short. Then they got progressively harder until the mid-"Dark Skies" series. More recently, they became more balanced. Is it fair to say you learned a lot about gameplay, difficulty management and how a certain ebb and flow keeps the player challenged, yet also engaged and not frustrated?

 

Justin: Yes, I definitely upped the difficulty with “Dark Skies”, and went even further withMarshlands” (though that was at a special request from my friend Terry who loved difficult levels). I've been careful to dial it way back, and try to leave the more challenging acrobatics for later levels. I still didn't get it quite right with enemies, but I'll be paying even more attention to that in my next saga.

 

Miguel: Do you mean you think enemies in "Horizons" were too easy or too hard? Or not balanced in accordance to the moment when they appeared in the saga?

 

Justin: Definitely unbalanced. I don't think any of the enemies are too hard, even the heaviest of bosses. However, I should have done more to make the zombies and dogs only poison Lara if they hit her, as opposed to simply touching her. Some of the later enemies could have been a little tougher, but I think I got the enemies in the Desert levels just right. 

Sketch for the Desert map found on “Desolation”, a level in “Horizon - The Hellgate Saga”

Miguel: Did you arrive at those conclusions from the feedback you got? If so, from whom?

 

Justin: Nope, totally just on my own in hindsight, and watching videos of people playing my level. No one ever brought it up, I just thought to myself "ah I could have done that a bit better."

 

Miguel: I guess that "fly on the wall" perspective changes a lot of things, and that again shows how willing you are to learn. How about level darkness? For a while, your levels seemed to receive reviewer complaints about darkness more and more. Even the first levels in "Horizons - The Hellgate Saga" are pretty dark. Do you enjoy using that effect, or do you feel it simply suits the atmosphere of those levels?

 

Justin: I basically accidentally always have a bright monitor and a dark room :’) I even tripled the brightness in the “Dark Estate” before the final beta! So in my next saga, i'm just going to leave the ambient at 128 and let the praises roll in xD

 

Miguel: I think monitors and subtle settings have a lot to answer for, regarding this :D Do you read reviews for your levels? How do you feel about them?

 

Justin: Oh of course I read all of the reviews! I always eagerly await the next review to pop up xD I don't think I have any particular opinion of the reviews, I enjoy reading about the aspects players enjoy and seeing what I've needed to improve for my next level.

 

Miguel: So, Justin being positive as usual, haha. Your reviewers' ratings show a bit of a pattern in the different categories. Sometimes that is even reflected in the review text. Do you feel it is easier for you to work on "atmosphere" and "textures", compared to the "enemies" and "gameplay" dimensions of level editing?

 

Justin: Actually, I don't think I'm great at texturing, and it's not easy! I'm obviously not bad, but you can always spot where I get lazy. I'll freely admit that I'll never be at Jackie's (Geckokid) level :’) Atmosphere is definitely where I am most comfortable, and I'm usually always pleased with how it turns out. Early on, I always wanted to be great at texturing and atmosphere, sacrificing gameplay and objects, but I'm just not patient enough when it comes to the texturing and lighting part. So in more recent years, I've realized that I could more effectively focus on gameplay over all other aspects. When I started to work on the Diary function of NG_Center back in 2014, I inadvertently learned a lot about scripting. Through this, I figured the possibilities for puzzles were much more wide open than I previously thought. My goal then became to introduce never-before-seen puzzles surrounded by atmosphere (and acceptable texturing/lighting :D). All of the puzzles (and platform tricks) I created were done with immense help from Titak, Magplus, and tutorials by AkyV and Raymond.

 

 

Miguel: Texturing and scripting are exactly the two things that keep me from building! Haha. You started out with Peru and Mexico levels, but moved onto city and base levels. Only recently, while still keeping those city elements, you also brought back more lively, natural environments to your raids. Is there a reason behind that?

 

Justin: Those city and base levels were both inspired by Emoo and also just really easy to make compared to natural environments. With “Dark Skies”, I wanted to branch out into those natural worlds alongside the more base-like levels. My idea for “Horizons” was to revisit that idea, which is why we start with the gloomy cities and open up to organic alien worlds. I love sculpting the terrain for forests and mountains, even though texturing them is a nightmare. My next saga will see a brief return to base levels, with some different natural worlds in between.

 

Miguel: That seems like a very nice balance. You were self-critical of your storytelling and puzzle-making earlier in your building career. Do you think there is too little story to your Peru/Mexico levels, or even in the “Atlantis” and “Dark Skiessagas?

 

Justin: I really do think so. My puzzles weren't bad back then, we were pretty limited, afterall. However, my storytelling was virtually absent. Sure, it's apparent Lara is heading back to Atlantis and some military is involved, but a lot of it doesn't fit or make much sense. “Dark Skieshad a more unique story, but I don't think the levels themselves really told the story well. I wanted to make sure that the player didn't have to read anything before diving into “Horizons”. Something about zombies and demons invading a city, the gameplay itself will tell the rest of the story as it unfolds.

 

Miguel: While a good synopsis can draw someone into playing, ideally the game will tell its own story. The best do, and “Horizons” does. Still, about your earlier work: There are a couple of releases with bugs that can be seen as troubling. "Ruins of Maya" has a bug that forces the use of the DOZY cheat [after pressing those buttons simultaneously, Lara can fly around the map]. "Marshlands" doesn't seem to have a finish trigger. Was this last one even a bug? How about for "Ruins of Maya"?

 

Justin: “Ruins of Maya” was a huge blunder! While beta testing was not normal practice back then, I should have at least alpha tested it after changing stuff :’) I remember clearly that I replaced a crowbar switch and forgot to test the facing of it, making me look real dumb haha.  As for Marshlands, that was 100% intended. Cruel, yes, it was very cruel hahaha!

 

Miguel: Let's blame inexperience for the "Ruins of Maya" blunder, haha. When did you start using beta-testers for your levelsets?

 

Justin: I started with theDarkhouse” [“Horizons” demo release], though I should have allowed for more testing. Believe it or not, I don't think I did any beta testing before that!

 

Sketch of the maze found on “Dark Estate”, a level in “Horizons - The Hellgate Saga”

Miguel: For what it's worth, it doesn't seem to show too much! We were talking about stories, and I remembered I noticed something: The descriptions in the "Atlantis" saga are sometimes written as if by someone other than you. Was that the case? What happened there?

 

Justin: I believe I wrote the initial storyline for “Edge of Atlantis”, I don't remember writing anything for the subsequent levels xD That said, I totally had Tommy Tomb Raider write the quick story for “Dark Skies” (he created the outfit for that series). This time I decided I wanted to create the story from the ground up myself.

 

Miguel: Maybe that's why some older descriptions mention you, the builder, in the third person. You also have a couple of releases without a description. Can you provide short descriptions for "Anubis - Return to the Jackal" and maybe "Dark Skies 5-7"?

 

Justin: I have nothing for “Anubis”, I just wanted to make an Egypt level :’) “DS5-7” didn't have its own story, just a strange alien hub connecting to 3 worlds with special elements. You can see whereHellgate Saga” does a better job explaining what these elements do and how they interact with the main characters.

 

Miguel: That helps, haha. In your first interview, talking to Lara For Ever, you mentioned you were motivated to build during your "High-School depression". Are you comfortable going back to that topic? Were you taking refuge in building, to get you through a tough time?

 

Justin: It was certainly a distraction. However, if anyone is familiar with depression, they know it does not go well with creativity or authentic motivation. I had to force myself to build in 2003, and the results were not great. Fortunately, it was just your typical highschool depression, nothing as serious as many people have experienced. I've long since drifted away from that part of my life, I can barely remember anything before 2007 :’)

 

Miguel: I am very glad for you in that regard. You once said if the level editor hadn't been released your life would be much worse. Is level editing cathartic for you? Does it relax you and provide you with a creative outlet?

 

Justin: Level editing is just that for me! I liked to draw when I was young, but never liked painting. Legos were also an artistic-type release through my life, and level editing has taken over. It allows for many different storytelling ideas to merge, without needing to write a book... I'm not a fan of writing :’)

 

Miguel: And I, the writer, am making you write so much, haha. Sorry! :) We've talked about inspirations for this creativity, like Joan's important role and Emoo's levels. How about influences from other works, like games, films, books, TV shows (etc.)?

 

Justin: Well isn't that going to be a laundry list! I've included a number of Easter eggs in “Horizons” that hint at my influences. Some are subtle (“Breakdown” is the name of a map from DOOM64, for example), while some more obvious (Turrets from Portal).   As you can see, DOOM1 and DOOM64 made a huge early impact on me, as well as Alien/Aliens. The Pulse Rifle may look familiar, but there is also music from the Saturn Alien trilogy game in mySingularitylevel. Later influences are Resident Evil, Lord of the Rings (“Utopia Vale” is inspired by Rivendell), and Alan Wake. An even subtler influence was Turok2 for the N64. There was one level with a pitch-black sky and endlessly tall stems around the landscape. This actually gave me the idea for myLanguid Wastesmushrooms.

 

Miguel: I actually hadn't picked up on all of those. Yet, DOOM obviously provides a lot of influence. Do you play the game a lot? Are you still a big fan?

 

Justin: I'm still a huge fan. Now I had previously only played DOOM1 once, but I played a lot of 64, including using cheats to find all of the maps (my friend had this magical thing called a personal computer with his own dial-up connection!). I never played DOOM3 (that game required one heck of a rig), but I'm still playing DOOM2016 today. I've always loved the concept of a fast-travel portal between Earth and Mars ripping open a door to Hell and unleashing demons.

 

Miguel: I knew virtually nothing about DOOM, and I just got confirmation of its influence on “Horizons” in that last sentence, haha.Have you ever built a DOOM level or used a DOOM editor?

 

Justin: I have never attempted a DOOM level. If I recall correctly, it required DOS knowledge back in the day, but I imagine it's real easy to make levels now. Still, I don't have any desire to branch away from Tomb Raider, simply add elements of DOOM to it. Luckily the DOOM edit community is also massive, making access to textures and objects really easy.

 

Miguel: That's a relief! We'd hate to lose you to DOOM editing, phew! Haha. After some very prolific years, your levelsets seemed to become few and far between. Is that the cost of increasing quality, or simply a lack of time?

 

Justin: It's both, for sure. I'm more patient and more determined, but have a lot less time than I did in highschool.

 

Miguel: That makes a lot sense, once again. Here's a question I think may be related to these constraints. What do you think about builder competitions?

 

Justin: I love the builder competitions, but they are not my bag. I tried to start the btb [Back to Basics] classic (2004 maybe [Classic was the Back to Basics theme for 2009]), but realized I can't create with such restrictions. My hats off to everyone who is capable of participating in BtB, CaC [Create a Classic], ORC [One Room Challenge], etc.


Miguel: So, is it fair to say you don't expect to ever participate in a "Back to Basics", for instance?

 

Justin: Exactly. I hope they keep happening, though, as they are great for the community.

 

Miguel: Totally agree! Another tricky question: Have you ever been invited to collaborate with someone on a level?

 

Justin: Hmmm, I don't think I've had any direct request to collaborate. I would most likely kindly decline, of course, because I know I'd be unreliable. The last thing I would want is to hold back a project!

 

Miguel: That seems fair. Your favorite builders, according to your last interview, were Titak, Trix and Emoo. These latter ones haven't been active for a while, but Titak is working on her next release, I believe. Has that list been updated with new favorite builders?

 

Justin: That list includes a lot of builders now! Of course, I haven't played much, so it's only based on what I've seen. I've recently played “City of Memory” and can already tell BigFoot will be one of my favorite builders.

 

Miguel: "City of Memory" has been on my playlist for a while, and I will certainly play it as soon as possible :) Have you been paying attention to some of the other builders arriving to the scene the last few years, or even months? What are your thoughts, if you've played/seen some of their releases?

 

Justin: I haven't played anything from new builders, but I'm absolutely impressed by what I've seen through screenshots, trailers, playthroughs, and the reviews.

 

Miguel: It took me a while, but let’s get to the point: "Horizons". Your most recent release is a very long, very diverse, very much long awaited levelset, called "Horizons - The Hellgate Saga". It has received very high ratings and stellar reviews. As I write this, it is rated as the best trle custom level ever, alongside OverRaider's "Shadow of Darkness". That is quite an achievement. It can be argued that it brings your work into cult status. There is a question somewhere in this pile of compliments: was this much success what you were aiming for?

 

Justin: I'd be lying if I said it wasn't! I've always wanted to create a level worthy of top-rating, it just took me many years to figure out how to do that :’) More importantly, I just love how many people genuinely enjoy the game. It doesn't need to be the best, but I did want to make people go "Wow."

 

Miguel: I think that is very relatable. When you devote yourself and that is the only "payment" you get, of course you want it to be valued. What do you treasure the most about this great game?

 

Justin: Oh geez I don't even know how to answer that! I absolutely love everything that Joan helped me with, and that she let me use a picture of her! My personal favorite level is “Emerald Dreamscape” (I rebuilt it twice for a reason). Joan also painted the Kokopelli [Native American trickster/fertility deity] I used in that level for the secrets :)

 

Miguel: “Emerald Dreamscapeis a wonderful level, and the Kokopelli is beautiful and very suiting. "Horizons" introduces many new elements to TRLE customs, like those hints for the secrets. Tell us, what are some of your favorite mechanics, puzzles, enemies, weapons, and other innovations to the game?

 

Justin: I'm glad you think so :)   The puzzle I was most excited to showcase was the rotating pushable puzzle fromLanguid Wastes”. It's really cool that it doesn't matter which pushable you put into which slot, as long as it's facing the correct way (i.e. set to the correct # in said slot). I was pretty sure this was the first puzzle of its kind. There are many other cool puzzles of course. Reworking the torch puzzle in “Secret Tunnels” was an accomplishment, making it much better than it was in the demo. I was also pleased with my Pulse Rifle and Hellknight, two of the few objects I made entirely from scratch.

 

Miguel: I know we are all pleased to play with these new goodies, since it’s like receiving fifty presents for Christmas. However, all of that must have taken an enormous amount of effort. Were these new features "to blame" for the lengthy build?

 

Justin: Believe it or not, no! It certainly took a lot of testing and correcting, but none of the puzzles took more than a week or two. This doesn't compare to the time spent on, for example, all of the components involved with the cutscene from “Utopia Vale”! The boss fights were all intense. That said, the long wait was almost entirely due to me taking months at a time away from building (sometimes even years without building).

 

Miguel: Life is to blame, then, like with so many other things. What matters is it was definitely worth the wait! These details, your commitment to delivering an extraordinary game, and some other things suggest you were aiming for a professional-grade achievement, similar to what a TR official release would look like. Was that your aim? To have a game be as flawless and complete as they come? Is that also why you wanted to have many of the world's most common languages available for the community?

 

Justin: Damn life :’) I certainly did want to create as professional a game as I could with the help of the community. There are always going to be unforeseen glitches and crashes, but I think the betatesting caught a lot. I was super excited to get multiple languages and a real Lara voice to bring it up to a new level (for me, that is).

 

Miguel: "Horizons" is a fairly fantastical setting. Do you agree? Is fantasy your genre, when it comes to trle, or do you see yourself returning once again to archaeological/historical settings for your adventures?

 

Justin: Simple answer: nope :’) I once envisioned a grand game in search of Atlantis by visiting real life locations like Bimini. This would have involved a lot of research and historical accuracy, and realized it was too ambitious for me (this was back in 2002). I found the otherworldly fantasy stuff more up my alley. I also plan to only work on the “Horizons” story, since I designed it from the start to be an always open-ended series.

 

Miguel: Nice segue to my next questions about the future. As for "Horizons'', you've made clear it is going beyond "The Hellgate Saga". Are you still roughly following the outline you gave Lara For Ever back in 2008?

 

Justin: Very close, yes! So in 2008 I planned out the following:

 

Set2, levels 8-14:

Sky Fortress (unknown1)

The Island (unknown1)

Off-shore research (unknown1)

Hell's gates (Hell)

Journey through Hell (Hell)

Center of Hell (Hell)

Return to Earth (Earth)

 

Set2 will of course now be “Horizons: the Demon Saga”. It will still be the Skywing, followed by an Island level, and then the offshore lab. From there, I'm currently planning for it to be about 4 hellbound levels filled with demons. If all goes well, there will be a lot of demons to kill. The biggest change is that I don't expect to be returning to Earth. I later on decided that Lara would actually find her way to the Lizard's capital city of Trohkeir after returning from Hell. We'll see how the storyline plays out, I keep adjusting it as I get new ideas :) 

Horizons - The Demon Saga” sneak preview for the level “Skywing”

Miguel: That sounds amazing, and you're already setting up more to come. Want to keep us wanting more, eh? Haha.How does your building schedule look for this next stage? Or do you not have the "luxury" of having one?

 

Justin: I can only say that I'm building whenever I have free time. Let's hope I can keep that up!

 

Miguel: So, there would be no point in pestering you over when the next saga is going to be done in the next few months, or even years, right?

 

Justin: Yeah no pestering me :’) , I try not to set deadlines or even estimate a release time. Luxury of building as a hobby, I'm done when I'm done :D

 

Miguel: Everyone: be warned! Haha. What are you most excited about for these new levels?

 

Justin: There's a lot to be excited about. I just started using Tomb Editor after using NGLE for 13+ years, and this new tool opens up so many possibilities.I actually don't know how I'm going to one-up my puzzles, but the enemies will be a huge upgrade and focus this time. I've already finished the biggest demons and they look awesome, thanks to the combination of Wadtool and Blender. I've also created a solid working Basecamp and Merchant setup. I just need to figure out how to balance it with traditional TR gameplay without overwhelming the players.

 

 

 

 

Miguel: The Basecamp and Merchant features are something you brought up recently on the trle.net forum, and it seems like a great change of pace. I trust that you'll integrate it seamlessly. You seem to be very active in the Level Editing forum. Would you say you enjoy helping others with their level building difficulties? Do you have a knack for it?

 

Justin: I don't know if I have a knack for it, but I've always loved helping others since I started building. I was actually a mod for the level editor forum on trf [tombraiderforums.com] back in 2001, too.

 

Miguel: You seem to have a knack for it to me ;) You just mentioned you were active (and prominent) in the trle scene in 2001, besides building and releasing levels. In your opinion, is vitality still present in the community?

 

Justin: It is very strong now. As you noticed when looking at level releases over the years, we had a dip after 2010 (this all coincided with Lara's Home closing, for me). The community is very active in the last few years with many great builders and players both coming back and newly joining. It's simply amazing.

 

Miguel: I agree, and the trend seems to be there in the release numbers over the years. Do you think this may be somewhat related to new tech? Looking at every new tool and technical approach there is now to trle customs, does it seem easier to get started? Or do you think the use of scripting and other highly technical options made the barrier to entry higher?

 

Justin: I wouldn't be surprised if the scripting and advanced techniques pushed people away in 2010, while Tomb Editor may be bringing more in in the last few years. There's obviously way more to it, like life for everyone being a factor, but I think Tomb Editor makes it much easier for new builders to start strong. So with basic building so much more approachable, new builders can more easily move onto advanced techniques.

 

Miguel: That is an interesting perspective. But, do you think it is even harder now to get a highly rated release, because of how the most talented builders and the newest tools raised the bar?

 

Justin: Yes and no. A good level still needs work, but the new tools should make the basics much easier. For example, building the architecture and texturing a jungle level in NGLE was an enormous undertaking, while virtually a breeze with Tomb Editor. You still can't just wallpaper a cube room, but forming the geometry and aligning textures is so much easier. So the foundation of a level won't be as arduous at it once was, letting us builders spend more time on gameplay, etc.

 

Miguel: That is great insight for up-and-comers and for those curious about building with new (and more traditional) tools, thank you! We're nearing the end, and I can't resist circling back to the animal theme we alluded to at the beginning of the interview. I loved to read on the forums how you dislike shooting dogs in Tomb Raider. You also mentioned your pet cats earlier. I noticed how you only had the "undead" (dogs and people) or "monsters" for enemies in "Horizons". Was that a conscious choice? What is behind that?

 

Justin: It was a conscious decision. Not 100% because I don't like shooting animals, but a large part was theme. When in the jungle, you're bound to come across aggressive predators, so it makes sense to have to shoot them. For the most part, I don't need aggressive healthy dogs to kill, it makes more sense to me when they are demonic or zombified, etc. Now I did have a few humans in “Event Horizon”, but they were basically the aggressive surviving humans that attack other humans for supplies (typical apocalyptic scenario). I'm also entirely fine with the normal "Lara's gotta kill the military guys after the same artifact!" thing, but it doesn't quite fit my story at this time. Still, I think killing demons and lizards is way more fun!

 

Miguel: I agree. There aren't too many enemies in "Horizons" in general, and I'm a fan of all of that.  This interview has reached its last moment. Thank you very much for your immense availability and for sharing your insight. To finish, what do you have to say to future builders and reviewers who are just now getting to know TRLE.net and the wider TRLE community?

 

Justin: Thanks so much for taking the time! And to everyone starting out, both playing and building: Thank you for helping this amazing community grow and thrive, I hope you enjoy this game for a very long time!