Since i am updating this site i thought it might be clever to update this section too. Unfortunately i dont feel too many things
d have changed. Well, former location Vienna/Austria has changed to Tübingen/Germany. Yes, i could add something like a proper
CV here, to give it a somewhat more professional, clean appearance. But on the other hand that wont make much sense unless i d delete some
of the old stuff, what i refuse to do. As i see it, this site primary serves to show off my work at the screenshots section anyway, so i cant be bothered
to praise myself with a resume. Sorry!
What about me? Who cares? who asks? Well, certainly I dont, but somehow
I feel the duty to drop some lines about myself, possibly because its
good attitude, possibly just because others do it as well.
But what is a guy spending all his time in front of a screen placing
brush over brush meant to report about himself? Hmm, lets start with
the classics...
Location: Vienna/Austria (right... Mozart, Arnie,...stopdot)
Birthdate: 03.09.1974
Occupation: nothing concrete. I started as musician/soundengineer, owned
a little soundstudio, but thats past. Now i work as 2D-graphic
freelancer. but in matters of pleasure I prefer 3D work (surprise).
That about the >must be< standards.
As this is a Leveldesignsite i ll move on to that now.
When did i start creating maps? You may laugh but for me the first thing smelling
like designwork has been the >Timesplitters<-Editor on PS2. Ok, thats not exactly
to be called Design but I ve spend nights fooling arround with it and it caught me
right away. Later I got a PC because my Photoshop-Mac felt a bit outdated, and since
my fav DC-game has been Quake3 (you read right, I started playing Q3 on DC:) it has
been my first buy for PC. There I got aware you can do maps for the game, basicly with
the same freedom a >real< designer has. What a mess u also need similar skills.
Anyway, to get to the point, at beginning 2002 i had my first quake3map ready, already
with my own textures, but nothing to be released. I released my second map called
...hmm...>dark fortress< and it has surely been too early. Or maybe not, cause I got as
many good tips as bad reviews. (thanks to those who cared bout a mapping-newbie).
I d consider map number 3 as the first serious work, >towers of hope<. It has been built
for Nunuks geocomp2, and it fullfilled its intention to be offside a certain mappingstandard
that well it got a pretty bad ranking from most judges. Most, but not all. some really
liked the spooky mood and so i got to Dolos Dteam. Despite the fact he still insits on some
cosmic, Hawking-honoring meaning for the name >Dteam< i claim the >D< stands for
Design. (sidenote: those who wonder how a mapper has the time to write text shall know
that the running compile doesnt allow to use anything bigger than notepad:)
Back to Dteam, whatever the name means it is kind of a design guild and its a place where
I ve learned a lot. And it gave a good base to refine >towers of hope< for PKA (Quake3 mod)
where it will be added to PKA version 3.0.
Well, I think these were the major steps to and within Leveldesign, the rest is learning,
improving, learning, improving,...every Leveldesigner out there knows what i mean:).
I m getting a bit pissed of the pathetical touch this all gets here, reads like an old mans
history, argh.
At last a few words about design might be fitting. thoughts. Nah, dont want to bother you.
just a word about the maps u can find on this site. They shall create mood. Of course they
shall also offer gameplay, brushwork, etc, but usually the main intention is to create mood.
Hope u ve fun with em.
Of course i ve a compile running and its close to finish so we have the luck to be done with
this. You can find links to the guys named here at the link section.
take care!
add: and then there are these moments when your >final< 4 hours compile finished and you have
only changed one "minor" thing before running it...........