Commented 10 years ago2013-12-04 09:01:17 UTC
in journal: #8296Comment #67519
Clever interpretation of the 3D rendering using those projections, although I understand what you are talking about, I can't figure out the math part. The Arduino thing is interesting, you say only a library is needed and you can output from the digital/analog pins directly into the TV? I have an Arduino Uno myself.
Commented 11 years ago2013-10-21 07:53:18 UTC
in journal: #8271Comment #50955
"I use 2$ thermal paste and my PC is running at 45C with stock cooler in any game."
I used 2$ thermal paste on my GPU and the temperature rose by 5C. Better stick with the Arctic thermal paste, even the aluminium one is better than what regular electronics store have to offer.
But the question is: how did you manage to rip off the entire assembly from your motherboard? Because it's held with screws!
Commented 11 years ago2013-10-13 20:37:04 UTC
in journal: #8268Comment #62580
And I thought I'm outdated with my Samsung Galaxy Mini I...
First of all, get off that foil. Unless it's a really expensive phone which doesn't use Gorilla Glass( hard to find one these days), it's really just a burden. You will throw the phone before it's surface will become unbearable to look at. I have my phone since 2011 and the screen still looks polished. Of course, I also never dropped it on asphalt. Just carpets :).
Commented 11 years ago2013-10-13 17:12:54 UTC
in vault item: De_Kautkas2Comment #19826
Your map has an intricate system of hallways, which are a bit confusing. The outside looks really well and polished, I could say the opposite of some inside areas. The bomb area, especially, has a stretched texture which looks weird. It's hard to rate when I haven't played it in multiplayer though...
The lighting is a bit too yellowish( it's winter, isn't it?)
Commented 11 years ago2013-10-05 11:39:46 UTC
in vault item: FallingliquidComment #17949
Showed this to my mother. She said: "What can I say, it's like you're in there".
Every mapper touches a point where using the skills acquired he gives something beautiful for the world to see. Eventually that point goes higher and higher, but for now I think you conquered a new peak, Kasperg.
It is not necessarily what you see that "makes" a map, but the whole ambiance is responsible for the feel it creates. Your accomplishment surpasses our everyday mapping chat-talk, and the criticism it should receive wouldn't be fair if it stayed in the same land of discussions.
This is a clear display of hard-work and dedication, and I'm not even referring to the modern architecture you implied which left me in awe. I'm talking about those minuscule details that create atmosphere, that usually only affect the subconcious. The numerous objects within the house, be it books, vases, desks, or even culminating with the vinyl player( wonderful jazz choice, you hit the nail with that one) are a mapping nightmare, yet they help create a unique setting that is this map.
The surroundings are participating in creating that "real feel" and I have nothing to comment about them.
Although you chose a winter setting, the ambient sounds are a weird choice. I feel more like in summer with those sounds! The texturing is good, but the lighting is a bit harsh in my opinion. It like that shade of bright yellow...yet it is a bit too.. bright!
I left out the gameplay element since it doesn't apply here, I also left out the "story" element since this is not a Dear Esther'eque map either.
Commented 11 years ago2013-10-01 17:28:21 UTC
in journal: #8259Comment #54517
Your University bought you a computer? A new teacher which introduced us to his course today( he looks like Dave Grohl) talked about how different are western universities, they're more open.
Commented 11 years ago2013-09-30 15:10:37 UTC
in vault item: St_ChopaComment #19881
Now this is a peculiar map. You show very good skills of architecture and layout( I can't pronounce very well on this aspect as I haven't had the opportunity to play). There are some spots here and there that I felt were in vain( like a pantry and a bookstore window where the chamber was empty. I like that the two bases have some defining characteristics, such as the good looking glass windows from the office building at the T base, and the statue plaza at the CT base. Your brushwork shows attention to detail, as I have discovered some stairs with a layer of seemingly 1-unit thick brushes just for detailng( also present in the "plaza" place).
Let me start on the negative aspects. This map is void of sounds. Even if the map shows nice architecture, I feel a bit confused as to where I am. Clearly it's an italian-like town, but having no sounds makes the map less credible.
Worst of all, lighting. That's why I said it's peculiar. Were you in a rush and decided to compile on -fast? I see no reason... One example that comes to mind is the depot-room( also with a bit weirdly placed conveyor that seems to be working, but the texture is static and again- no sound!). First I notice it's really dark in there. I mean, there are some places where it's complete blackness. A second later I notice that the light comes from nowhere... In the office buildings and some air-ducts the lighting is just absent, and this is not good at all. It hurts gameplay. In the air-ducts you could always try to put a more interesting light like reddish, blue or something. Also you tried to use some spotlights, but they look really odd: try to increase its Outer(fading)angle.
Overall, its a pretty complete map, but you definitely need to improve your lighting. Also, some sound ambiance would be a nice touch.
Commented 11 years ago2013-09-29 20:49:59 UTC
in vault item: PripyatComment #19883
Ah, where should I start? This map is yet another proof that you've refined your mapping skills over the years. It shows a touch of professionalism, although not perfect.
I literally have nothing to comment about the overall optic impact. The architecture is fine, and your theme proves that even when having lots of blocky brushes, you can still create atmosphere. The skybox is really well-done and doesn't let you for a moment think that you're surrounded by a box. Lighting is well done and not particularly interesting, with the exception of the hideout near the bombspot, it's really dark there.
This scene in particular reminds me of some part of the last map from Stalker: Call of Pripyat:
When seeing the map for the first time I thought it was more of a fight yard, but then I discovered that there are some hideouts in the blocks of flats. That is a nice addition and improves the strategic gameplay.
Gameplay is where I have a few comments though. Have you designed the map to be a burden for the CT? Don't get me wrong, the gameplay is still fun, but while playing on both sides, I felt like the terrorists had a bit of advantage. They get a hallway through one of the block of flats which, compared to the CT paths, grants them quick access to the main flat hideout which goes to the roof. The rightmost road for CT(leftmost for T) is perfect for rifle and AWP confrontation.
A team which uses Teamspeak and controls the roof, controls the game. It's an awesome observational spot, especially on the bomb site.
Which brings me to the hot spot. It's where all the interesting action focuses.
All in all, it's a balanced map, and even if the visuals are not stunning, they are too balanced an offer a great atmosphere for an intense combat map.
Commented 11 years ago2013-09-29 16:21:48 UTC
in vault item: de_mesaComment #19894
A lot of creative effort has been put into this map. I was invited to beta-test it and while we weren't a lot on the server, it was fun. The map is clearly designed for more players though. The architecture and general atmosphere stays in the boundaries of the HL1 universe. The fact that the map limits some paths and areas when there are insufficient players is a nice touch, and an even nicer touch are the easter eggs.
One thing I can complain about is the relatively hard to learn map layout. After you're getting used to it, it's no problem though.
A very nice work, stop! Congrats ;). I can't give it a 5-star rating though, more like a 4. Unfortunately the rating system using 5 stars is a bit limited, since a 1 star makes a big difference than using a 10-star system or something like that. There was a guide around TWHL made by Archie or Soup Miner or somebody I can't remember... I'd use that link to justify my rating.
Anyway, the true test of quality is when your map is nominated for the map of the month (MotM), something that HAS TO BE RESURRECTED.
Commented 11 years ago2013-09-22 18:20:46 UTC
in journal: #8254Comment #50929
As funny as the gifreaction from above is, I can't help but notice that something rude happened. I hope all is OK and you two are well and this won't be an obstacle to future TWHL meetings.
"The good ol' "End Process" from the task manager can be accessed via the "Details" tab. That's basically the old task manager.".
/mod pls delete my accidental double post
The Arduino thing is interesting, you say only a library is needed and you can output from the digital/analog pins directly into the TV?
I have an Arduino Uno myself.
Paradoxically fun!
... well, coupled with Nvidia 650m. But on Windows 8.1 I don't think a video card makes any difference(there's no Aero).
That really looks like Tony Stark gear. Damn, the awesomeness...
How much did you pay for it?
College FTW.
I used 2$ thermal paste on my GPU and the temperature rose by 5C. Better stick with the Arctic thermal paste, even the aluminium one is better than what regular electronics store have to offer.
But the question is: how did you manage to rip off the entire assembly from your motherboard? Because it's held with screws!
First of all, get off that foil. Unless it's a really expensive phone which doesn't use Gorilla Glass( hard to find one these days), it's really just a burden. You will throw the phone before it's surface will become unbearable to look at. I have my phone since 2011 and the screen still looks polished. Of course, I also never dropped it on asphalt. Just carpets :).
The outside looks really well and polished, I could say the opposite of some inside areas. The bomb area, especially, has a stretched texture which looks weird.
It's hard to rate when I haven't played it in multiplayer though...
The lighting is a bit too yellowish( it's winter, isn't it?)
I will rate this map 3.5/4 stars.
Every mapper touches a point where using the skills acquired he gives something beautiful for the world to see. Eventually that point goes higher and higher, but for now I think you conquered a new peak, Kasperg.
It is not necessarily what you see that "makes" a map, but the whole ambiance is responsible for the feel it creates. Your accomplishment surpasses our everyday mapping chat-talk, and the criticism it should receive wouldn't be fair if it stayed in the same land of discussions.
This is a clear display of hard-work and dedication, and I'm not even referring to the modern architecture you implied which left me in awe. I'm talking about those minuscule details that create atmosphere, that usually only affect the subconcious. The numerous objects within the house, be it books, vases, desks, or even culminating with the vinyl player( wonderful jazz choice, you hit the nail with that one) are a mapping nightmare, yet they help create a unique setting that is this map.
The surroundings are participating in creating that "real feel" and I have nothing to comment about them.
Although you chose a winter setting, the ambient sounds are a weird choice. I feel more like in summer with those sounds!
The texturing is good, but the lighting is a bit harsh in my opinion. It like that shade of bright yellow...yet it is a bit too.. bright!
I left out the gameplay element since it doesn't apply here, I also left out the "story" element since this is not a Dear Esther'eque map either.
Architecture: 95%
Texturing: 95%
Ambience: 90%
Lighting: 90%
Total: 92.5%
He was not kidding I guess...
You show very good skills of architecture and layout( I can't pronounce very well on this aspect as I haven't had the opportunity to play). There are some spots here and there that I felt were in vain( like a pantry and a bookstore window where the chamber was empty. I like that the two bases have some defining characteristics, such as the good looking glass windows from the office building at the T base, and the statue plaza at the CT base.
Your brushwork shows attention to detail, as I have discovered some stairs with a layer of seemingly 1-unit thick brushes just for detailng( also present in the "plaza" place).
Let me start on the negative aspects.
This map is void of sounds. Even if the map shows nice architecture, I feel a bit confused as to where I am. Clearly it's an italian-like town, but having no sounds makes the map less credible.
Worst of all, lighting. That's why I said it's peculiar. Were you in a rush and decided to compile on -fast? I see no reason... One example that comes to mind is the depot-room( also with a bit weirdly placed conveyor that seems to be working, but the texture is static and again- no sound!).
First I notice it's really dark in there. I mean, there are some places where it's complete blackness. A second later I notice that the light comes from nowhere...
In the office buildings and some air-ducts the lighting is just absent, and this is not good at all. It hurts gameplay. In the air-ducts you could always try to put a more interesting light like reddish, blue or something.
Also you tried to use some spotlights, but they look really odd: try to increase its Outer(fading)angle.
Overall, its a pretty complete map, but you definitely need to improve your lighting. Also, some sound ambiance would be a nice touch.
Architecture: 75%
Texturing: 75%
Ambience: 60%
Lighting: 40%
Gameplay: 80%
Total: 66%
That's a 3.3 star-rating. Improving the lighting would boost this to 4 stars ;).
I literally have nothing to comment about the overall optic impact. The architecture is fine, and your theme proves that even when having lots of blocky brushes, you can still create atmosphere. The skybox is really well-done and doesn't let you for a moment think that you're surrounded by a box. Lighting is well done and not particularly interesting, with the exception of the hideout near the bombspot, it's really dark there.
This scene in particular reminds me of some part of the last map from Stalker: Call of Pripyat:
When seeing the map for the first time I thought it was more of a fight yard, but then I discovered that there are some hideouts in the blocks of flats. That is a nice addition and improves the strategic gameplay.
Gameplay is where I have a few comments though. Have you designed the map to be a burden for the CT? Don't get me wrong, the gameplay is still fun, but while playing on both sides, I felt like the terrorists had a bit of advantage.
They get a hallway through one of the block of flats which, compared to the CT paths, grants them quick access to the main flat hideout which goes to the roof.
The rightmost road for CT(leftmost for T) is perfect for rifle and AWP confrontation.
A team which uses Teamspeak and controls the roof, controls the game. It's an awesome observational spot, especially on the bomb site.
Which brings me to the hot spot. It's where all the interesting action focuses.
All in all, it's a balanced map, and even if the visuals are not stunning, they are too balanced an offer a great atmosphere for an intense combat map.
Architecture: 85%
Texturing: 90%
Ambience: 90%
Lighting: 85%
Gameplay: 80%
Total: 86%
That's a 4.3 rating. Let's round that to 4.5 and give it 5 stars using the TWHL voting system since overall the map deserves it.
The fact that the map limits some paths and areas when there are insufficient players is a nice touch, and an even nicer touch are the easter eggs.
One thing I can complain about is the relatively hard to learn map layout. After you're getting used to it, it's no problem though.
A very nice work, stop! Congrats ;). I can't give it a 5-star rating though, more like a 4. Unfortunately the rating system using 5 stars is a bit limited, since a 1 star makes a big difference than using a 10-star system or something like that. There was a guide around TWHL made by Archie or Soup Miner or somebody I can't remember... I'd use that link to justify my rating.
Anyway, the true test of quality is when your map is nominated for the map of the month (MotM), something that HAS TO BE RESURRECTED.
Also, DiscoStu is going to be annoyed.
It's odd not having a shower. I think you're the first person I hear that doesn't have this basic utility at his home.
What is a power shower?
Urby you don't have a shower? :
Happy birthday dude!