>>544719481
Hang 'Em High
"Hang ‘Em High was either an awesome, amazing map or a terrible, horrible experience depending on whether or not you understood how powerful the pistol was. I think once people understood the pistol, amazing map, incredible map. If you didn’t understand the pistol and you were just at the receiving end, it was a terrible experience. I had that experience. It took me a while before I realized how powerful the pistol was." -Max Hoberman
Zanzibar
>"Yeah, Zanzibar was an amazing, balls to the wall accomplishment. We did that thing so fast and we were so ambitious with it and we did it because we had to. We were like, 'All right, you guys are in charge of figuring out what we’re going to be showing at E3. Go.' We had maybe six weeks or something. It wasn’t long at all, I don’t remember. It wasn’t much time. Over the weekend, Carney and I talked about it. He came back on Monday with a paper drawing. I looked at it and give some feedback. Mostly changing some of the pathing to create more loops like allowing you to actually drive through the fan which originally you couldn’t do and some of the little side paths and stuff like that.
>Within a day, we basically locked the paper design and we built it. Honestly, it really barely changed from what we did there. Hopefully a lot of that, we’d been working on multiplayer for a while, we’d created a lot of maps so I think a lot of that experience we gained along the way we put into that map. It’s impressive how well it turned out. I love Zanzibar. Zanzibar is such an awesome map for so many reasons." -Max Hoberman