I have been mapping since 1999, first making maps for the Half-Life modification Team Fortress Classic. I�m from Ontario, Canada and am a graduate of Sheridan Institute where I studied computer programming. My mapping began when my friend Aaron (known online as Bio-Weapon) first showed me the editor Qoole. After learning a few basics of brushwork, I changed to Valve�s official editor WorldCraft, and later on Valve Hammer Editor when it was released.
During the creation of my first maps, I focused on creating some unique and innovative styles of game play including scavenger hunts, domination and mixing together several types of game play such as hunted with invade-defend.
My work began to show increased quality with the release of Chemfort, which later on was used in many leagues after I made a few changes and released a revision called Chemfort_l. Directly after I moved my website to Planetfortress.com, part of the GameSpy network I released three new maps to celebrate. These three maps were Pantswar, Frostbite and Dragonfire, all three in my opinion being the best maps I had made yet. Like my earlier map Chemfort_l, Dragonfire went on to be used in competitive leagues as well.
With the success of Chemfort, I worked on a map that had a similar look and feel, Fadeout. Almost a year after release Fadeout, it too was used in leagues. My next project marked the absolute best level I had ever designed. That map was Chemswamp, it surpassed anything I had created in both looks and game play style. The map was designed keeping the player�s experience in mind. After Chemswamp I started another map entitled Chemflow, which was to be a remake of Evenflow by Indigo. With Chemflow in its first beta release, I disappeared from the TFC community for a couple months while playing other online games. The GamingMaps.us mapping contest inspired my return to mapping and I quickly finished Chemflow�s beta testing and released a final version.
As of now I am on a bit of a break from level design while I await the release of Team Fortress 2.
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