What is the MarTim team? who does what? And how did we start out doing what we do now? On this page we would like to tell you everything you need to now. Read all about the MarTim members in the -what you could call- computer BIO's.
Also read more about us in this interview taken by Cheri Robinson of the Virtus Co. (makers of the Deathmatch maker).
Below you can find the members of the MarTim team, next to this we have a great group of beta-testers. The Head of that team is DJ Daan, here is a link to his page
Born: September 8th, 1976 Real-life: Student Plant Biotechnology MarTim-job: Level-designer / co-author Marco started out in the computerbusiness with a ZX-spectrum. "Spiders" was his favorite game. After that a Commodore 64 entered his life. That became his no. 1 system and he played the thing to death. Many hours where spend playing and programming on the famous C-64. A few years after that Marco got his first 486-DLC where he got familiar with 3D-games. As many people he begun with Wolfenstein and other 3D-clones. Level-editing became interesting for Marco when Deu came out for iD's Doom. Making new worlds on a computer became one of his favorite activities on the Pc. He made many levels for Doom and Doom2 before he joined with Tim to work together. The first MarTim-project was not a great succes, it should have been a Doom2-deathmatch level called MarTim 1. The second Doom2-deathmatch level was a great succes, it was used on computerfairs and it put the name "MarTim" on many people's harddisks. The old Pc then became to slow, and was replaced by a very cool Pentium. Now Marco had a system to really work on, a bit to much maybe. Marco didn't have much time to build, because of school. Duke Nukem 3D came out and after a while Marco and Tim found out how the editor worked. Although the game was fun to play, building a level in "Build" was not all that great. Although there where plans, no final level was made. Marco made his own personal project called " The Library " but that was never shown to a great audience. Tim together with Roel created a project called "After School" that also didn't work too well. Finally Quake entered Marco's computerlife and became a big part of it. After learing how to play well with a mouse (and becoming a local Deathmatch Champion), it was time to build a level for Quake. Tim already learned himself how to work with Quakeed. And not long after that Marco and Tim begun their first Quake-project called: MarTim 3 " First Encounter "
Born: June 11th, 1979 Real-life: Student Computer Technology MarTim-job: Level-builder / co-author Tim was a computer-freak even before he could walk. Starting out with a MSX-2, playing the hell out off Nemesis and other classics. When he finally got a Pc, Wolfenstein 3D was his very first game. That game changed his life for good. 3D games became his thing. After Wolfenstein, Doom came, and also the first level-editor called: Deu. This started the career of Tim as a Level-autor/builder. The first levels he made on his own. But it never reached a big audience. A little while after that Marco and Tim started out working together in different Level-building projects. Using the expert level-building qualities of Tim, many cool levels where made. First for Doom, then later for Heretic and also Hexen. These levels where used on Computer-fairs, for Deathmatch competitions. Tim did build a few levels for Duke Nukem 3D, but he never really liked the editor. Therefore no big levels where made. Then Quake came along and soon after that, a little editor called "Thred". Again Tim learned a new editor, but editing Quake with Thred didn't quite work. Roel picked up The quake-level builder "Quakeed" from the internet, and then level-editing really started...
Born: April 22nd, 1977 Real-life: Student / Graphic Designer MarTim-job: Co-designer / Head PR Roel started his computer career on an Atari, which was mainly used for word-processing and paint-programmes. For games Roel turned to his uncle who owned a Commodore 64 which was "the big thing" back in those days ! "Jungle hunt" and "Blue Max" were two of his favorite games. Some time later a 286 was introduced to Roel. Believe it or not but Roel and Marco spend many hours playing Wolfenstein 3D and a game called "Airborne Ranger". Later a 486 DX-50 was purchased and serious gaming began. Besides Dos, Doom2 was the most important program on his hard-drive. And then a small wire changed Roel's life, and Marco's with it. It's called a COM-cable and with it, the first deathmatch between Roel and Marco took place. Ever since that day deathmatching was the top of Roel's computerlife. In order to satisfy his need for frags he organised the very first deathmatch-competition on a local computer-fair. This became a huge succes. Later Roel and Tim organised their own computer-fair, which was build around big deathmatch-competitions. Doom, Doom2, Heretic, Hexen and Screamer were all games linked there. Building levels was never Roel's favorite hobby. Fragging people in the levels was more his style. And then Quake came.....Roel fragged everything and everybody there was to frag ! Organising Quake-deathmatches are the latest thing on Roel's agenda. The reasons Roel became part of the MarTim projects are these. The good detail ideas he provided which could be inserted in the MarTim-levels. The second reason is the internet account. He is the one you have to thank for spreading the MarTim-levels all over the world.