John,

Thanks for the CD code.  Doing a bit of copy protection research.

  After completing Duke, I've found a new appreciation towards the
effort of making a game.  You were right: the last three months
before our release was hell.  It was like trying to merge a whole
bunch of smaller pieces into something bigger, so that the end
result would hopefully become a consistant, balanced game.  A
serious pain in the ass.  The constant re-coding, shit-filtering,
and play-testing, at the end, all came together.  Whew...  Through
it all, wisdom seems to always be the best reward of them all.  Then
there's the unheard of amounts of cash.  Havn't seen this much money
since Grampa died.  Given, cash is handy.  But it doesn't fill that
overwhelming desire to create a world for all to play.
  I couldn't of done the job without you, obviously.  Thanks for the
knowledge ( and modivation ) to do my own.  There is nothing more fun in
working on a game that gives the opertunity of creating something better
than everybody else (can't tell if that's me ego speakin'.)  I always
want to resimplify my code (twice during Duke) years.  The only paradox
is that with me...the time resimplify growing code increases with the
size of the game.  Up to Duke's release, the temptations of hacking non
uniform code was tough to resist.  I learned a lot.  Blasted to hell, I
say.  Is there a breaking point with game ideas keeps me fueled and
ready to go.  Gameplay is important to me, and I'll do what what ever
it takes to be the best.  What's out there nowadays is
terrible.  More like shit, really.  It's frustrating.  I want action!
Quake has been my only recient calling, it's played constantly.

                    Todd

p.s.  Isn't this the coolest job in the world?!
