Interview - Spaz12
June 8th, 2009
Ok! so this week I got to sit down and talk with Spaz12, the creator of hl2 mod “Calamity“. Spaz shares all his secrets in this 1 on 1 interview! After reading the interview be sure to Dl and play his mod!
Whats your Name?
Bobby “Spas12″ Cardona
How old are you?
17 Years old
Where do you live?
New Jersey, United States
What made you decide to start mapping?
The 2004 SDK version for the Source engine introduced me to mainstream mapping. I was really interesting in making my own single player and multiplayer levels, and i practiced and experimented a lot and got better day by day.
When did you start mapping?
about 5 years ago
What engine did you start with?
Source engine
What do you like/dislike about mapping?
I love creating my own playable finished levels for a diverse list of Source games. I love finishing them and observe where and how much they get played. I would say the massive amount of time needed to complete high quality maps is a common dislike for me and many other mappers.
What maps / environments have you made so far?
I have made many levels for games such as HL2:DM, CSS, DODS, TF2, SiN: Episodes, and a SP mod for HL2.
What are you most well known for?
My singleplayer mod “Half-Life 2: Calamity”
Which was your favorite to work on?
Probably my SP mod because it allowed me to create many diverse combat scenarios that can only be implemented in singleplayer campaigns, as well as the opportunity to expand the Half-Life story.
Where do you get inspiration from to map?
Movies, art, thoughts/ideas, and most of all: existing games and maps
How many times a week would you say you open an editor?
Everyday
Do you provide your own custom content?
I have made some custom materials and models and have implemented some of them in my existing maps.
What do you use to make your textures?
Photoshop CS2
Do you find custom content very helpful when mapping? Especially if you make it yourself?
Yes, it can improve the originality of your map as well as having the ability to serve gameplay or story purposes.
When working on a project do you communicate with others to get feedback / inspiration?
Yes, I need to communicate with lots of people I’ve never even met before to get valuable feedback on a level layout, players performance, and reaction. Its just another part of the very long and tiring design process, but it eventually all pays off once you see how much of an achievement you made with your level. In terms of inspiration, many other great mappers illustrate their specific techniques and art styles within their own works to the gaming community, which greatly improve the skills of many other designers just like me.
Do you want to be in the game industry?
Definitely, that’s why I map.
Being 17 do you feel pressure to stand out amongst the other mappers your age?
My young age is both a barrier and also an example of how successful I have become in terms of mapping. However, I don’t feel pressured to stand out or even be the very best of my level design peers, but I do very well aim to get a job in the Game Industry, no matter what it takes. Level design is my ultimate passion and talent, and I hope to eventually get hired by a company to implement my skills in an actual video game. At 17, I have other responsibilities such as school that sometimes interfere with my design schedule, but I do manage to balance time and work ethic with just about everything.
If you could choose a game company to work for which would it be?
Infinity Ward all the way.
Whats your favorite game?
Half-Life 1
Where do you see yourself in 5 or so odd years?
Working at Infinity Ward and having the time of my life.
Download link to his mod : Here
END
Thanks for taking the time to fill out these questions Spaz! Now go out there and make us something we can all play and get inspired by! Hope you one day get to work at your dream job!
-Generalvivi




