Hey there, I'm an amateur mapper and modder who goes by Kaith and Tajarnia. I've created quite a variety of maps, re-skins, textures, etc - most of which never see the internet. I've always had a fascination with computers, and taught myself to program when I was 13 using internet tutorials. These days, most of the work I do on the mod scene is in mapping - something I picked up during a youthful fascination with Morrowind. As of late, I've taken a liking to the Source engine, and have released three maps to the internet. My perfectionism ensures a very long and painful development process, but I've yet to release a poorly-reviewed map so perhaps the tedium is worth it. Thanks for reading about me (you crazy stalker), hope to see you around.
Shaun V2 is out the door. I've sketched a lot of designs for a mod - wrote out a lot of storyline ideas. I've got a fairly concise vision of what I hope to achieve with it, but I'm not sure I can pull it all off alone. I'm reluctant to recruit any kind of team, so I'm more likely to simply rework ideas and expand my own skills until I'm capable of doing them all on my own. Working title is Revelations which fits the setting and storyline quite well, so I'm rather inclined to keep it.
One resource I am lacking in is time. The real world weighs heavily upon me, so it's unlikely the mod will pick up much momentum until summer.
Signing off until next time, my non-existent audience!
Posting this quite late. Finally finished brushing up the second part of Claustrophobia as an independent release. I must say, I'm much happier with the result: "Autophobia". It represents my commitment to pull through on these projects and finish off what I start. I took advantage of having to rebuild the level from almost the ground up to experiment with custom music, textures, and particle effects. Some things worked well (blue anti-portal walls to break up monotony, ambient piano music, bridge of light) and some things did not (new anti-portal floor texture, steel wall texture), which has taught me more about my talents, and the fundamentals of good level design. Never try to mess with previous player training. It doesn't matter if it makes logical sense to you, in a player's mind, everything is shapes and colour. Even the slightest discrepancy can be confusing and frustrating.
So without further ado, I present a link:
Now I should probably get to finishing optimizing zpo_shaun_v2. However, after all the time I've spent with it, I can hardly bear to look at it in Hammer. I'll get it done eventually. :P
With the conclusion of zpo_shaun_v2, all outstanding projects of mine will be completed. That means its time to start something new. I'm excited about going back to some solid design work. The next step is either another "short-and-sweet" Portal map, or launching into a full-fledged single-player HL2 mod.
Well, I've been working hard on a map for Zombie Panic! Source. This is my second released Source map, and my first ever multiplayer map. Despite this, it's been received with a great deal of praise (and some very useful constructive criticism). I think I blame this on my perfectionist mapping style. I've always had a perspective of quality over quantity, and rather than learn how to map by creating a bunch of low quality products, I've created a few very polished ones. Hopefully, as time goes by, my speed of development will increase. This last one has cost me over 250 hours of my life. While the first version suffers from performance issues, it's still packed with cool features worth checking out. Fpsbanana.com
I'm not sure anyone will read this, but I'm soon to release my first finished map using the Source engine! It's called "Claustrophobia" and it's designed for Portal. It was originally part of a gigantic super-project I had been working on, but I've cut out the first part, polished it up a bit, and I'm going to release the second part as soon as that's ready as well. I'm psyched for the first major project that I've actually released since my days of Morrowind. Since then I've made dozens of maps and mods that I've never bothered releasing. So, cheers, tonight will be a pretty landmark day for me in my personal career. Thanks for reading.
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