Ehhh, what's up, doc? BU: Hey, Cliffy, long time no sniff! How's married life treating 'ya? CliffyB: Married life is great. The wife supports my work and is there for me after a busy day. And so is the dog. Did I mention I have a dog? Her name is Charlie and she's a yellow lab. Yellow labs, you see, are the best dogs ever.BU: Ok, riddle me this: you, Jason Hall, Doctor Derek Smart and Paul Steed are stranded on a desert island, with no hope of rescue. In what order would you consume them for sustenance, and why?CliffyB: I have taken a vow of silence in regards to Voodoo Extreme style questions. I hope everyone out there understands this.BU: Sure, we can deal. On to the game stuff. We're only a couple months before UT 2003 ships, maybe less. Can you tell us some of the major improvements in UnrealEd that are going to rock the socks off level designers.CliffyB: Much of what you knew is now irrelevent. Much of our environments are built using a system of prefabricated brushes now, and it really requires a new way of thinking to create masterful designs.The great new camera system, Matinee, will ship with UT2003. I'm expecting a large surge in the amount of Unreal engine created Machinima. We've also got support for enormous outside areas with our terrain system, seeding of foliage, projected textures, a great material system...the list goes on and on. I fully expect the Unreal mod and map community to explode when this game ships.BU: Does the new editor handle BSP cuts more gracefully than the UT editor? Is the editor more stable in general?CliffyB: The editor is 10x more stable than before. In the realm of BSP I can't say that the editor does a better job of handling it. The thing is, now, you're using less and less BSP in your environments so the odds of holes and errors are greatly reduced. I can't remember the last "hole" I had while editing.