Hello there. This is a story of how I came to be where I am today. If you don't like to read, I'll give you the short version: I've always liked computers and video games, and eventually I discovered how to create and modify video games myself, and I continue to do so today. Alright, now for the longer version.
My name is Toby Eichhorst (pronounced like eye-corst). My go-to gamertag/account name/handle is usually Gooball60, though sometimes I go simply by Gooball. I got the name from a video game I played when I was young. That game, though I did not know it at the time, influenced me greatly in the things that I make today. My mapping experiences began with Quake III: Arena back in 2010. The game fascinated me and I wanted to learn how to make my own arenas to fight in. I downloaded the level design software I needed, and joined up with a few Quake III modding/mapping communities. Before long, I had released my first map, called Place of Odd. It was terrible - missing textures, no bot support, no lighting, the list goes on. Though each map I released after Place of Odd was a general improvement over the last. By no means were they perfect maps, but compared to my first attempt, they were significantly better.
I started mapping for the Source Engine soon after I played Portal 2 in 2012. I wanted to make maps for it, but I was never able to due to technical difficulties. I went back to Quake III mapping and released two maps in 2013—neither of them were anything special. I returned to video games, discovering various games like Half-Life, Garry's Mod, Team Fortress 2, and other classics. By mid 2015 I had released my first Garry's Mod map to the Steam Workshop called Parallax. It is by far my most popular map to date, with over 100,000 subscribers as of 2021. I've released many more Garry's Mod maps throughout the years, along with a couple of Team Fortress 2 maps here and there. I don't plan on stopping anytime soon.
I've contributed to a few projects throughout the years. I worked on a Quake III mod called EntityPlus in 2011 for about 5 months, adding things like green armor, stone debris, bug fixes, credits, and other minor things. In early 2015, a few of my voxel art submissions were accepted into the alpha version of Trove, an voxel based MMORPG game. I also made some models for the Skyrim mod Complete Alchemy and Cooking Overhaul. I am also a frequent modder/mapper for the YouTube series Freeman's Mind. You can read more about my contributions on the Mods & Contributions page.
So there you have it—a short and sweet summary of my video game-centric story. Now get on with your life.