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StealthZone started back in 1998 as a private development site without a domain name. It was merely an obscure link on a family website with family albums and news. I had dabbled into computers at the age of 8 and was hooked after that. Video game consoles were the big thing back then; however, I enjoyed collecting any computer video game I could get my hands on. I was a huge fan of Duke Nukem, Wolfenstein 3D, Quake, and Doom (particularly any game that came from id software). So it wasn't until 1998 that I developed an interest in the development side of gaming. The editors I used, Qoole, Tread, Unreal Ed, and Quark, just to name a few, were archaic compared to what is available now. The Quake series was and still is my favorite. In 2001, after playing Urban Terror, I decided to get back into level design more seriously. Around that time GTKRadiant was released. I was impressed with the overall intuitiveness and documentation of the editor. I also started using model editors like Gmax and MilkShape. Thus began my journey into level design. I decided to host a dedicated website displaying my portfolio to obtain feedback and to show friends and family my creations. StealthZone was erected in 2003. My roots with Urban Terror and True Combat, which were mods of Quake 3 Arena, inspired me to have more of a focus on realism than any other FPS genre. Some of my first maps were for Urban Terror. I had released one map for the community called "ut_operation." It was set in the snowy mountains of Turkey. Needless to say, I was hammered with negative criticism for my lack of complexity and imagination. It's to be expected when you're starting out. I attempted to release two more maps with the same results. I was leery on whether I should continue mapping, but then a community mapper by the name of Invis took me under his wing, tutored me, and gave me encouragement. He had started a mapping team called S8S (Section Eight Studios). Norad was the byproduct of that venture. Even though the project never went anywhere, I learned quite a bit. Shortly after, I was introduced to SeaWolf. Around that time Urban Terror began straying more and more from realism as new builds were released. SeaWolf proposed we start a new mod for Quake 3 Arena called "Reload." I was ecstatic to be a part of the team, and so I started revising Norad for the mods specifications. We had a very talented team, but the release of True Combat: Elite caused some concern that few people would be interested in a Quake 3 Mod (especially when all Reload's goals had been achieved with True Combat: Elite). The team slowly lost interest in the mod and Reload perished. Quake 3 True Combat for me was more of a challenge than Urban Terror and brought out my competitive nature. When True Combat: Elite hit the scene in 2004, I was totally hooked. The realistic scaling and physics of the game made it more addictive for me. I sort of lost interest in level design for a while; however, in 2007 BigBird invited me to his Unit {ÇõÐ} (Cause Of Death). I had never given any thought to joining a clan or unit. As a matter of fact, they had always been sort of egotistical for me; however, BigBird assured me that his unit wasn't about that. I admired his overall demeanor and decided to accept his invitation. After hearing some comments about maps my unit would like to see in True Combat: Elite, I quickly informed them that I knew how to make maps and would love to start the process again. Enter the OldTowne project. It took almost a year to create and again the majority of the community didn't care for the complexity or layout of the map. I came to the conclusion that there will always be critical people, or people that are simply threatened at times by their own in-capabilities. So why should I let them dictate the value of my work? I chose to continue my projects which brings us to today. |