As you all can see on the “our studio” page, our team currently exists out of 4 people.
There’s Stephan and Jeffrey who are the founders and take all the sales, marketing, communication,… on their shoulders.
And there are Dash and Robert, our 2 level designers. Because Stephan and Jeffrey themselves did not have that much experience in level design, they attracted these 2 enthusiastic youngsters to help them out.
During the selection process, we gave them a “little” assignment to prove their skills. The assignment was to recreate the scrum room from the Team Liquid training facility in Utrecht – The Netherlands. You can see how they did in a screenshot below.
We are thrilled to have these guys on this adventure with us, and we believe that we will create some awesome stuff together.
We would like to introduce you to Robert! He’s already making maps since 2014 and has thus the most experience in making them. He made several top-rated training maps on the Steam Workshop to practice your grenade throwing skills and more!
When and why did you start making CS:GO maps?
I started in 2014 after watching some youtube videos about custom maps in CS:GO. I liked the idea of creating the environments I could play in. The best part about making CS:GO maps is playing on the maps with friends and tweaking everything until the map is as fun as possible.
What has been your best creation/biggest achievement in map creating so far?
Back in 2015, I created a modified version of de_mirage where the map would show how to throw some useful smokes. Later I got to collaborate with another mapmaker crashz and together we made improved versions of the maps. Even though the maps are outdated now, they are still some of the most popular maps on the Steam workshop.
How did you approach the Team Liquid test assignment, and what did you think of it?
It was a fun challenge. Recreating the small details in the chairs and monitors and computers was challenging but rewarding. I focused mostly on getting the models right because they are the most eye-catching details in the room.
What are your expectations working together with Mapshot, and what do you think of the concept?
I hope to create levels that a lot of people can enjoy. Making maps is very time-consuming and I hope Mapshot can help make the effort and time put into it, worth it.
Are you looking forward to the public release of the Source2 engine? What options/updates do you hope will be available?
Source 2 is already available with Half-Life: Alyx. I really like the fact that you can edit and create models and simulate physics in Hammer with Source 2. I also like the new lighting in the editor. I was hoping for faster compile times compared to Source. Sadly, that doesn’t seem to be the case right now. I guess I’ll have to wait for Source 3.
If there is one map you always wanted to make but never had the time, what would it be?
I would like to make a map that would be included in the official competitive map pool. However, this takes a lot of time and effort and talent to pull that off.
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