Kaufmann House

Half-Life 2: Deathmatch HL2DM
Kaufmann House by Kasperg
Posted 18 years ago2006-01-23 01:11:58 UTC • Completed • Half-Life 2: Deathmatch
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Name
Kaufmann House
By
Kasperg Kasperg
Type
Map
Engine
Source
Game
Half-Life 2: Deathmatch
Category
Completed
Included
BSP
Created
18 years ago2006-01-23 01:11:58 UTC
Updated
10 years ago2013-10-05 09:34:26 UTC
Views
136684
Downloads
17222
Comments
44
Rating
4.88 (8)
Reviews
0
full star full star full star full star full star Download (4.35mb)

IMPORTANT NOTICE: There's an newer version available for Half-life 2 Episode 2. You can find it here at TWHL. Try the other version instead of this one.
Loading embedded content: Vault Item #5927
NOTE: After Valve's fantastic Source Engine update, this map causes a "Bad surface extents" error in HL2.
Use Half-life 2:Deathmatch to play it.
Spatial recreation of the famous 1936-39 house. Built as a mapping exercise (no gameplay) and also to allow people such as myself who have never been there to imagine what it might be like experiencing FLW's masterpiece.

44 Comments

Commented 18 years ago2006-01-23 03:06:51 UTC Comment #10625
i dont see ANY map at 120 fps, so you cant dissapoint me! looks bloody good too, downloading.
Commented 18 years ago2006-01-23 03:27:16 UTC Comment #10627
I will host this map at CStrike Planet. I don't know whether people there will like it, because it's not a playable map. But I am hoping they will appreciate the mapping.
Commented 18 years ago2006-01-23 04:53:31 UTC Comment #10630
Yikes it's maps lile these that make me want to reinstall HL2... Well someday :(

Is that the house they used for A Clockwork Oarnge?
Commented 18 years ago2006-01-23 07:19:27 UTC Comment #10636
Heres a good site for hosting I've just found:

www.fileupyours.com
Commented 18 years ago2006-01-23 09:40:57 UTC Comment #10642
Wow.

That's awesome! I wouldn't know where to start with that.

How many trees? hehe

My only tiny complaint would be that the waterfalls below the house look a bit square compared to everything else.

But completely deserving of 5 stars!

I got around 40fps on most of the map. It dipped a few times to 20 (18 was the lowest I saw) but mostly wavered around 30-40fps.

That was in 1600x1200......so I wouldn't say the performance was toooooo bad. The new official cs_militia hurts my FPS about the same amount!

Mind you, I bet Hammer was lagging like a bitch during the late stages of putting this together, Kasperg?
Commented 18 years ago2006-01-23 10:03:57 UTC Comment #10643
I had a vis group with all the trees so I could deactivate them in Hammer. Sorry about the waterfall, but it really isnt easy to do that when props are irregular and placed in non standard angle. I'm glad it runs better than I thought it would!
Commented 18 years ago2006-01-23 13:27:12 UTC Comment #10646
OMG... slowest EVER server!!!! dloading it still... but PLEASE!!!!!
Commented 18 years ago2006-01-23 13:43:07 UTC Comment #10647
Download it from cstrike-planet instead:

http://www.cstrike-planet.com/maps/969
Commented 18 years ago2006-01-23 20:37:42 UTC Comment #10654
I forgot to mention something. For people who hate the Source Engine: Try doing this in HL1.
Commented 18 years ago2006-01-24 02:19:50 UTC Comment #10655
Touch? =)
Commented 18 years ago2006-01-24 04:34:55 UTC Comment #10656
Nice map ,I would like to see how you did some of these things, maybe you could release the RMF file.
Commented 18 years ago2006-01-24 19:28:21 UTC Comment #10673
...but those are trade secrets. :)
Commented 18 years ago2006-01-24 19:35:53 UTC Comment #10674
Mmm, I stated on the readme that I would never ever release the vmf file, but I'll be happy to answer any questions on how things were made :)
Commented 18 years ago2006-01-27 09:23:31 UTC Comment #10703
Heheh

So, how was it made? Like, all of it?

Step by step guide please.

;)
Commented 18 years ago2006-01-27 10:18:53 UTC Comment #10704
  1. Find the floorplans and scan them.
  2. Use them as a texture in HL1 and make the first floor layout on top of the image.
  3. Search for pictures of the house (I found 254)
  4. Map, map, map
  5. Make custom textures
  6. Map, map, map
Commented 18 years ago2006-01-27 18:23:20 UTC Comment #10705
That's actually really helpful :D
Commented 18 years ago2006-01-28 21:24:38 UTC Comment #10722
Very good vertex manipulation. I dont see why it chugs, you should of used a 3d skybox for all the trees in the map, maybe put brushes end to end? I only say this cuz it looks like a cool map to play in, but it will never run anything more than 1v1
Commented 18 years ago2006-01-29 00:12:56 UTC Comment #10723
It isnt meant to run any type of combat. The 3D skybox is actually what causes a big performace hit. If you noclip outside the map, you'll notice a great improvement of fps when the skybox isnt rendered.
Commented 18 years ago2006-02-14 11:23:03 UTC Comment #10852
very impressive. Though i ran it at less then 1 fps, it was still pretty. Kinda relieved to see another art map on here.

Marvelous!
Commented 18 years ago2006-03-01 15:41:25 UTC Comment #11067
I decompiled your map and took a look at your layout. You know proper use of Area portals, hint brushes, and occulders (ESPICALLY INSIDE THE HOUSE) could fix some of those bad FPS. It is quite possibly one of the best maps I ever seen (even compared to the CSS originals) but improper optimization really hurts it :( PLEASE can you use hints and area portals! I would like to play this map with my friends but cant :( Still without the optimization its incredible!
Commented 18 years ago2006-03-01 16:51:29 UTC Comment #11068
Shame on you Xyos :( Decompiling is bad IMHO and you shouldn't do it (unless to recover your own lost work)

And the reason Kasperg didn't optimize, is because he didn't WANT to.

As a mapper Kasperg absolutely owns almost everyone.

The likes of me and you cannot tell him how to map!
Commented 18 years ago2006-03-01 17:34:29 UTC Comment #11069
Decompiling is only bad when you steal someones work. I would NEVER EVER do that in any situation! I am not telling him how to map. Just suggesting that he optimizes. I know he said that its only for show. I was mearly asking if he could fix it for play. I do this because his map is my FAVORITE custom map made that ive ever seen! I only wish I could play it online thats all. (BTW i deleted the VMF after lookin inside :) )
Commented 18 years ago2006-03-01 19:07:56 UTC Comment #11071
I am thinking about the possibility of making a lite version of the map for hostage rescue like Satchmo suggested. Although it wont be anytime soon I'm afraid. I was balancing the possibilities of making the new version in winter (snow) or spring (trees with leaves and more foliage). Area portals wouldnt solve all the problems because the house was too many windows and entrances... The map doesnt perform that great either because I didnt run a full VIS, for reasons stated in the readme. But thanks for the suggestion. I myself feel like it could be a good map to play with some tweaking.
Commented 18 years ago2006-03-01 19:31:21 UTC Comment #11072
Sorry Xyos if I was blunt, but I hope you understand where I was coming from. Looking at maps for learning is OK too, as long as you don't plagarize :D

And I can't wait to see the 'lite' version Kasperg! :D
Commented 18 years ago2006-03-01 21:02:39 UTC Comment #11074
Dats ok Playbus. I do understand where you are coming from, and understand. There are people out there who do that though. (Those people should BURN IN HELL)

Kasperg PM me when you make the lite version, cuz that map is just amazing! Cant wait to battle in the water below :) Favorite part of that map! All the little details and texture choices! IT RIVALS professional maps from any fps game!!!
Commented 18 years ago2006-03-02 16:13:35 UTC Comment #11084
I think a lot of credit goes to Frank Lloyd Wright for the building itself and Mr Kaufmann for choosing the spot where his house would be made. Although I the terraces would be more useful in a place warmer than Pennsylvania.
Commented 17 years ago2007-02-25 15:57:20 UTC Comment #14291
this is seriously cool stuff. i am also an architecture student, spotted your stuff at the digitalurban blog <A HREF="http://digitalurban.blogspot.com/2006/08/frank-lloyd-wright-architectual.html">here</A>. i really want to learn this sort of game mapping to use as an architectural tool, the walk and fly throughs you can produce are excellent! can anybody recommend me somewhere to learn the basics in game mapping?
Commented 17 years ago2007-02-25 16:01:38 UTC Comment #14292
The tutorials in this site are quite useful, since mapping for Half-life1 is almost the same as mapping for Half-life2.

http://twhl.co.za/wheretogo.php
Commented 17 years ago2007-02-25 16:13:28 UTC Comment #14293
haha haha you say that like i've mapped on hl2 before... i've never mapped on anything! the closest i've got from the modeling side is my cad 3d architectural models and the closest from the gaming side is playing hl2 and css! but this site seems excellent thanks, it'll be my bedtime reading for the next few weeks i think.

that falling water model is superb, you would be able to make a fortune doing architectural models for companies!
Commented 16 years ago2007-04-18 10:49:56 UTC Comment #14650
Awsome!
Architecture student too and seen the animation in class a few days ago. Just downloading right now. Would be great to have the source .map file (gtkradiant-compatible) or the quake3 .pk3. I'd like to know if there's any page were I can get source maps of real buildings (or non-source).
Commented 16 years ago2007-04-18 14:00:07 UTC Comment #14652
Ryo made a few buildings for HL1 and HL2, but I'm not sure if the downloads are available. Check his blog >> http://archlife.skynetblogs.be/

As for the source file, as I said in the readme I can't release it...
Commented 16 years ago2007-04-30 20:35:52 UTC Comment #14767
Hot map man. Mr.Wright made some kick butt creations. Fallingwater is a good one. He also made on out of glas I was thinkin about payin tribute to his work myself. Gj tho
Commented 16 years ago2007-12-24 18:25:27 UTC Comment #16158
Hi, Kasperg.
I'm an italian architect, graduated at Politecnico di Milano.
I've seen your work about Kaufmann's House and, interest around it, I'd like to discuss with you in private form.
Unfortunately I haven't found your e-mail address, so this is mine:

matteo.lo.prete@libero.it

Hope to can read about you soon.
Thank you for any kind of attention

Dott. Matteo Lo Prete
Commented 16 years ago2008-02-29 21:34:09 UTC Comment #16474
Now that I have hl2 I got to check it out. Really cool, ive always wondered exactly how it was layed out and everything. Next best thing would be to plan a road trip! woo.
Commented 15 years ago2008-10-01 05:21:20 UTC Comment #6466
Download link is down meh!
Commented 14 years ago2009-07-10 09:26:30 UTC Comment #17641
It looks cool but isn't it called "Falling Water"?
Commented 14 years ago2009-09-13 13:37:10 UTC Comment #6796
I'd like to see this as a survivor map in Left 4 Dead!
Commented 13 years ago2010-03-20 22:28:26 UTC Comment #17992
link is down?!
Commented 13 years ago2010-03-20 23:23:47 UTC Comment #17996
Soup Miner posted this link in this thread: http://www.cstrike-planet.com/maps/969
Commented 13 years ago2010-03-21 00:07:27 UTC Comment #17997
pretty sweet map, tho it the scale feels very cramped to me. (very claustraphobic feeling walking through the map the whole time...

Quite an intricate layout as well. i ran through both houses a dozen times (are there 2? like a garage/guesthouse/servant's quarters, and the main house?) and i still have no idea of how the layout works.

Great work mr. kasperg huge map, and no visible errors that i could see!
5 stars
Commented 13 years ago2010-04-10 18:24:32 UTC Comment #18093
indeed great work that is a biggg map like captain terror said no visible errors at all,Mapquest and Google Maps could use adding some similar features
Commented 13 years ago2010-09-09 17:19:00 UTC Comment #18441
I wish I had HL2 so I could check this out. As an architecture student I'd love to see this.
Commented 12 years ago2012-03-14 23:46:04 UTC Comment #19880
Hey,
as of now HL2:DM refuses to open this as well due to the bad surface extents error. Any chance this will ever be fixed?
Commented 10 years ago2013-09-19 07:41:36 UTC Comment #19901
An Ep2 version is underway. Almost ready in fact.

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