Kasperg Projects! Created 18 years ago2006-04-25 18:24:30 UTC by Kasperg Kasperg

Created 18 years ago2006-04-25 18:24:30 UTC by Kasperg Kasperg

Posted 17 years ago2006-05-24 10:11:38 UTC Post #181782
Posted 17 years ago2006-05-24 10:31:00 UTC Post #181785
Haha, you critising somebody for... not being humble?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-24 10:35:51 UTC Post #181789
Yeah, I just noticed it wasn't Scary_Jeff :D
But I've played Scorched, Talos, Scary_1... They fall into the category of nice maps with correct brushwork and good layouts. I still don't like them. There's that little bit of awe and inspiration missing.

The way to learn from your peers is not listening to how the criticise your map (who knows if the would have done the same thing under similar circumstances), it is by looking at their own work.
It's very easy to spot mistakes and suggest changes. It's harder to have one of your maps that you can point to as a reference. Don't you agree?
I usually never point out errors in maps unless I have made something similar before.
Imagine I went to vALVE and said: Dude, that Citadel could have more metallic texure variation!! Of course, I have never made a Citadel. So what the ** would I know...
:)
Posted 17 years ago2006-05-24 10:36:05 UTC Post #181790
Posted 17 years ago2006-05-24 10:38:36 UTC Post #181792
I had quite a lot of spelling mistakes on my post but I couldn't edit them, sorry about that.
Posted 17 years ago2006-05-24 10:42:54 UTC Post #181794
Posted 17 years ago2006-05-24 10:50:30 UTC Post #181795
But don't tell them I'm not a fan of their maps. It's just that I prefer the ones by Michael 'Wolf' Schulz :D (even if dm_powerhouse felt too much like UT2003's dm_asbestos)
Posted 17 years ago2006-05-24 10:51:50 UTC Post #181796
I totally agree with Kasperg.

A map with lovely brushwork and textures isn't always a good map.
Personally I have my own visions about someone being a good mapper.
For me, a good mapper is someone who can make a map wich is fun.
I don't care (slightly ignorant, I know) if the map looks like crap, if it can bring me lots of fun hours, I think this person did his job as a mapper. Ofc a map with lovely architecture is always better, but if I can't enjoy it, I think the mapper failed.

For me (ow, touchy words coming up), Kasperg is a inspiration.
His map play solid and they look good, and some of them even have architectural thought! Something I would like to be able to.

Every map has errors and mistakes.
A map can't be finished, there is always room for improvement.
We can only make a map as good as we're able to it.

For me, mapping is just a hobby, a hobby I enjoy.
A hobby I try to put my efforts in and a hobby I try to get better at.
Posted 17 years ago2006-05-24 10:54:51 UTC Post #181797
:)
dm_sacrifice (source) takes some steps forward in the priority list
Posted 17 years ago2006-05-24 11:15:45 UTC Post #181801
Posted 17 years ago2006-05-24 11:19:22 UTC Post #181802
If he had top rate feedback, does it mean there was someone better than him? Why can't we think he made the maps on his own? He probably playtested them, but I think the architecture is his.
I haven't played all of his maps, but FinalTube has to be my favourite. Rapidcore has 0.7 % of vertical gameplay
Posted 17 years ago2006-05-24 11:21:31 UTC Post #181804
dm_sacrifice (source) takes some steps forward in the priority list
:D
Posted 17 years ago2006-05-24 11:27:14 UTC Post #181806
Posted 17 years ago2006-05-24 11:37:03 UTC Post #181807
I cannot adress something If I can't see it's missing.
If you are referring to detail, you should know that I've had a "Always under 500 wpoly" policy for quite a long time.
Sometimes people complain about the lack of ambient sounds in my maps. It's difficult to add sound if there is no logical source for it.

But I totally agree. I also feel most of the maps you showed me as "great maps" lack something. We can't all be satisfied with the results. That will never change I'm afraid.
Posted 17 years ago2006-05-24 12:32:50 UTC Post #181829
Are THESE enough trees? I found out the two elements that hurt performance the most in Kaufmann House. The 3d Skybox (the tree-line textures are huge) and of course the expensive water in the stream.
The water in the stream has a cubemap reflection (and a func_conveyor over it) and now I want to get rid of the skybox. If you look closely, you'll see that the guest house is missing.
I'm not entirely happy with the CS:S trees. Most of them have no collision model and I have to manually place clip brushes.
And one question. How long does it take to calculate the bot paths in a map this size?
Posted 17 years ago2006-05-24 12:41:37 UTC Post #181841
Hmm, it's a layer of trees and nothing behind it. It's not that there's not enough trees, it's the way they're used that lacks. Besides, the background trees don't work well together with the ones in the map area.
Posted 17 years ago2006-05-24 12:41:51 UTC Post #181842
Posted 17 years ago2006-05-24 12:52:26 UTC Post #181850
Well, I guess there's nothing else to do besides waiting for HL3.
Or I might just go ahead with a snowy version instead. That would allow me to use the default HL2 trees, forget about the leaves etc.
Posted 17 years ago2006-05-24 12:55:09 UTC Post #181852
Posted 17 years ago2006-05-24 12:59:09 UTC Post #181854
according to that image, you need a whole different kind of tree... they're more like bushes.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-24 12:59:20 UTC Post #181855
The players are never in that area. By the way, I have almost all of the Fallingwater pictures available in the Internet :D
I always knew it would be impossible to make the trees like in the real place. Not that I didnt try though...
Maybe "Crysis" has a better engine for this.
Posted 17 years ago2006-05-24 13:01:36 UTC Post #181857
The players are never in that area
Okay. For that area of Pennsylvania, however, in general, you should see little, if any, sky through the trees from any height or position.
Posted 17 years ago2006-05-24 13:29:10 UTC Post #181858
Posted 17 years ago2006-05-24 13:36:25 UTC Post #181860
Yeah I have to agree that the colour of those leaves have put me right off your map...In fact by seeing what it actually looks like in real life I suddenly realise how your trees don't match...Perhaps a custom model or a bunch of custom 2D green trees with alpha...I wreckon you could pull it off...

If it fails you could always make the map into a 'background' when you start HL2.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-24 13:38:38 UTC Post #181861
Posted 17 years ago2006-05-24 13:41:55 UTC Post #181864
http://img441.imageshack.us/img441/2495/bridge6nc.jpg

just a note judging from that screenie, i think you should have a trim around the raised carpet parts.. Lights at the sides dont look natural going straight into the carpet... Even a 2-unit-thick line of metal around the edges or something?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-05-24 14:21:15 UTC Post #181874
Can you not turn the leaves off in CSS too? There are such things as dead pines and such.
Of course, but the idea was that this version would have trees with leaves and many more green plants than THIS.
Perhaps a custom model or a bunch of custom 2D green trees with alpha...I wreckon you could pull it off...
1)I can't model
2)Haven't been able to create alpha materials yet, as I told you once.
i think you should have a trim around the raised carpet parts
Indeed. That screenshot looks so outdated already :D
Posted 17 years ago2006-05-25 00:14:44 UTC Post #181940
I have but one request. When you reach a state of humbleness, would you please inform me?
I'm late to recognizing this thread, but I couldn't miss this gem, jeez...Pot calling the kettle black much : ?!

Kasperg: Superb Star Trek stuff... Truly inspiring work ^_^!

I love the reskinned scientists too, lol...Sweet!
Posted 17 years ago2006-05-25 06:20:00 UTC Post #181969
Posted 17 years ago2006-05-26 07:56:41 UTC Post #182110
OMG just STFU for once.

Stop trying so hard to sound "in the know" about every single fucking thing, and people might actually listen/give a crap.

See: Grace, Introspection, Restrain...

[/vent]
Posted 17 years ago2006-05-26 08:20:10 UTC Post #182113
Posted 17 years ago2006-05-26 08:24:00 UTC Post #182114
sickbay, right?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-05-26 08:25:52 UTC Post #182115
Absolutely lovely. I like the brown vs. teal theme.. :glad:
Daubster DaubsterVault Dweller
Posted 17 years ago2006-05-26 08:44:20 UTC Post #182120
More pwn!

Are you planning on adding isolinear chip models, like when data is posessed by his dad, and stats pulling them out of a maintenance access hatch like gangbusters!? That could potentially be pwn ^_^!
Posted 17 years ago2006-05-26 08:44:27 UTC Post #182121
sickbay, right?
No, toilets ;) But thanks for asking :P

Looking good Kasperg...Orph I have no idea what has happened to you but you act so differently on Snarkpit...Now your just being a bit of an ass...Not that I can talk however I feel you have pushed the limit.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-26 08:47:14 UTC Post #182122
Yes, it's sickbay. I won't post screenshots of all the areas though. I want to keep some surprises.
By the way, I took these screenshots with 4x Anti-aliasing and 8x anisotropic filtering. It helps.
Posted 17 years ago2006-05-26 08:53:03 UTC Post #182124
OMG just STFU for once.

Stop trying so hard to sound "in the know" about every single fucking thing, and people might actually listen/give a crap
Quoted for truth. Just my point.

..

Looks good Kasperg, keep up the good work!
Posted 17 years ago2006-05-26 09:08:41 UTC Post #182129
Are you planning on adding isolinear chip models
Season & Chapter of TNG?
Posted 17 years ago2006-05-26 09:32:33 UTC Post #182133
"Brothers"
Season 4
Star Trek: The Next Generation, episode 77

There are other episodes that showcase interesting access panels, in and out of jefferies tubes, that contain clusters of these neat chips, but I don't remember which.

The chips themselves look like slightly oversized, translucent, sony memory sitcks.
Posted 17 years ago2006-05-26 18:42:09 UTC Post #182183
There will be some outside sequences as well
User posted image
Posted 17 years ago2006-05-26 18:47:28 UTC Post #182184
neat!
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-05-26 21:03:18 UTC Post #182197
Posted 17 years ago2006-05-26 21:32:14 UTC Post #182198
Is that HL1 or source? Its hard to tell. I was not aware that the Hl1 engine could use anti-aliasing and anisotropic filtering. (On a side note, I always hated how HL1 had about a 1/2 distance before blurring due to no anisotropic filtering. It is a old engine so I cant really say it was flawed)

Any hoo, That looks pwn. Very cool textures!

..................I wonder if there is a Star Trek TNG FPS mod out there....
Posted 17 years ago2006-05-27 04:20:20 UTC Post #182212
Love that space enviroment map.
Looks awesome. :glad:
Daubster DaubsterVault Dweller
Posted 17 years ago2006-05-27 04:25:00 UTC Post #182213
In your gfx card options, you can choose to have AA and AF either application controlled (which you can't with HL1) or override those settings with the ones you choose in the desktop menu.
There are some Star Trek mods out there. But not TNG.
Posted 17 years ago2006-05-27 05:01:20 UTC Post #182216
Looks great Kasperg, can't wait to play it!
Behold, the moron from my PM box
Behold: Orpheus, a different and just slightly better version of Jimmi.
Posted 17 years ago2006-05-27 07:58:10 UTC Post #182223
I can see this mod slowly coming together and I must say it is looking awfully professional!
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-27 15:19:11 UTC Post #182261
Posted 17 years ago2006-05-27 15:54:45 UTC Post #182266
Awesome. High-resness.

Why is there a Barney, though?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-27 16:13:42 UTC Post #182278
Security chief. Breaks up the repetitiveness of the scientists.
I don't know if I should make the other color versions of the uniform. Is it worth adding that many more models?
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