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Posts by Bluestrike

  • HL2:Awakening

    • Bluestrike
    • March 29, 2006 at 6:53 PM
    Quote from insta

    Looking forward to playing it! Do you have any estimations as to when it'll be released?

    I was hoping to have it done last month, but Insurgency is stealing all my time

    Working on a 4th level and I might release when thats done,

    Also waiting on Valve for the hdr code and a choreography tool that works with non english OS if I want to include a bit of story telling

  • HL2:Awakening

    • Bluestrike
    • March 29, 2006 at 6:07 PM

    Now that the site is up I can start a thread

    http://awakening.hl2files.com

    [Blocked Image: http://awakening.hl2files.com/images/media/awakening1.jpg]

    [Blocked Image: http://awakening.hl2files.com/images/media/awakening2.jpg]

    [Blocked Image: http://awakening.hl2files.com/images/media/awakening3.jpg]

    [Blocked Image: http://awakening.hl2files.com/images/media/awakening4.jpg]

    [Blocked Image: http://awakening.hl2files.com/images/media/awakening5.jpg]

    [Blocked Image: http://awakening.hl2files.com/images/media/awakening6.jpg]

    [Blocked Image: http://home.scarlet.be/~mcblue/awakening/phl0002.jpg]

    [Blocked Image: http://home.scarlet.be/~mcblue/awakening/phl0001.jpg]

  • WIP in WIP, post your level screenshots!

    • Bluestrike
    • March 18, 2006 at 11:03 PM

    Sounds like BF2 editor is much like Cryteks Sandbox then to me.

  • Two rants on level design, need opinions

    • Bluestrike
    • March 16, 2006 at 7:05 PM

    Future of level design community:

    Well I am still impressed in what some people can make when just using the orriginal assets of a game. (well for HL2 anyway)

    I agree that making a attractive level became more difficult, but as long as you can work with existing resources and can make something decent, a mod might be interested in the designer and with that mod the designer might have acces to custom content done by other members of the mod.

    Now some knowledge on the different aspects on the design is nessesary but I doubt you need to be elite in all fields.

    Now the future might be in 'game design shools' the people graduating will probebly contribute to varioes (mod) community's to practice their skills or making stuff with friends from shool.

    So I don't see quality of levels degrade in the future or skilled people turning their back to the community.

    The reason Valve didn't allow custom content is because they had no way to check who's property the custom content is, it might have been stolen from somewhere else.

    Splitting design up

    I can only speak from my mod expirience so this might as well be irrelevant, but my map for insurgency would look not half of what it is now if I had to do it all by myself :)

    I design the map and do the model and skin requests for stuff thats to complicated to do myself and request that stuff from someone else on the team along with reference or anything relevant and request changes to what they made untill its the way I want it to be.

    But that might not work fast enough for a gamestudio

    I believe Valve works with units: a team of (multiple?) leveldesigner, texture artist and modeler and design a map together.

    When taking a brief look some splits I wonder if its like like one guy does his thing and send it on to the next in line like its a machine line constructing a car or something,

    I can see that would not have great results for leveldesign unless you need to make 20x the same level :P

    So for me ,from a theorethical point of view, splitting a level up over multiple people should not be a problem as long as they work (and communicate) as a team.

  • Minerva: Metastasis 2

    • Bluestrike
    • March 8, 2006 at 10:37 PM

    Looks awesome. got stuck in the second level tough and found it a bit to dark there. He manages to keep you long in a single level (especialy compared to mine where you rush trough a level with the buggy in 5 minutes ) On the other hand, the backtracking got old fast.

    Still the locations are very impressive :) Makes me wish I had more of an art thing/feeling/imagination :)

  • Militia Source and Kalt Source incoming...

    • Bluestrike
    • January 19, 2006 at 5:08 PM

    Militia is looking pretty darn good.

    First map they changed that mutch gameplay wise if you ask me, extra routes you can take and different cover.

    Why do people complain about inferno btw, I don't see what the giant changes are there and this map seems to go 2 steps further anyway.

  • [WIP] Presidio

    • Bluestrike
    • January 1, 2006 at 1:39 PM

    He said the map was for a mod RD :)

    The map looks pretty cool to me, I was wondering how you check with hdr on, just running the map in css?

    Tought valve didn't release the code yet for hdr or am I wrong?

  • WIP in WIP, post your level screenshots!

    • Bluestrike
    • January 1, 2006 at 12:17 AM

    Spending some time on my lil singleplayer these holidays, intro map and first map are pretty mutch done here's a [wip] peek at the second map.

    [Blocked Image: http://www.bluestrike.be/awakening/aw_map20000.jpg]

  • WIP in WIP, post your level screenshots!

    • Bluestrike
    • December 20, 2005 at 11:01 PM

    [Blocked Image: http://www.bluestrike.be/alpha/xxx.jpg]

  • Darwina

    • Bluestrike
    • December 19, 2005 at 4:52 PM

    Finished it,

    After the demo I was a bit worried that all levels would look to mutch the same, but they have some nice settings/locations what kept it pretty interesting.

    Hmm everything is pretty well explained, every time I select anything I get this explanation how it works and you can always press h for help :)

    Took a look at the leveleditor but it doesn't use the same movement controls I could not rotate around, wonder if it was a bug :)

  • Darwina

    • Bluestrike
    • December 14, 2005 at 5:08 PM

    Played a demo a while ago and decided I would order it asap, and I did when steam opened the prepurshase.

  • Chocolate Milk

    • Bluestrike
    • December 3, 2005 at 12:46 AM

    My dad would just have pulled the plug, given me a spanking and sent me to bed.

    I would do the same on my kids

  • Sony makes a bold move to push it's console..

    • Bluestrike
    • November 25, 2005 at 5:10 PM

    Lol knowing how it works in other biznesses I really doubt they are selling under the costs value.

    Mass production at a huge scale can make something really cheap.

    Ofcourse they need a number of sales to be profitable, but if anyone actually believes that they need to sell the games itself to make the console sales profitable ....

    Not all console owners are that fanatic gamers, alot have less then 5 games and trade with friends or loan at a video store ...

  • New Steam Games Agreement.

    • Bluestrike
    • November 23, 2005 at 7:30 PM

    Gunman chonicels was picked up by valve because it was so promesing I believe.

    Red Orchestra won the epic/Nvidea contest to that doesn't count

    I guess Alien Swarm and They hunger source count as Valve is being their publisher.

  • Source SDK Beta

    • Bluestrike
    • November 22, 2005 at 8:17 PM

    Anyone knows where to send the bugs? :)

  • stalker, what happened?

    • Bluestrike
    • November 21, 2005 at 11:20 PM

    The gameplay video's they once released were not that interesting and for some even a bit of a dissapointment, so I don't mind them taking all the time it needs to build a good game.

  • New Steam Games Agreement.

    • Bluestrike
    • November 21, 2005 at 11:16 PM

    Yes but is any of them picked up by a publisher without help of the developer who's engine they used to mod on? :)

  • New Steam Games Agreement.

    • Bluestrike
    • November 19, 2005 at 11:13 PM

    lol what mod ever got picked up by a publisher?

    As far as I know the developers of the game picked it up and sold it after some tweaking.

    So modders should be warned if they are in it for the money/fame :)

    Personally I do everything to fun and pretty mutch said yes to every mod that askes if I tought I would have the time and if I liked their setting enough. Some don't even reply back anymore, others never get really started.

    I will never work in the games industry unless I win enough money with the lottery to start my own studio :) (must be able to pay the workers with my interests or no deal! :-P)

    Making a map is for me not mutch different as making a city in sim city.

    Hmm lisence agreements heh? I think I read the one for my first mmo :)

  • Lost Coast is out

    • Bluestrike
    • October 29, 2005 at 12:09 PM

    http://www.bluestrike.be/tempspul/d2_lostcoast0000.jpg

    http://www.bluestrike.be/tempspul/d2_lostcoast0001.jpg

    Resolution and settings on there highest

    layed on hard and watched been looking at leveldesign and the budget screen so it took me 20 minutes to complete it.

    Going to play it again for the commentary now.

    The combine gun was a bit disapointing, wel I didn't really see it, only the ammo load elevator

    *edit*

    Been looking in wireframe at the map, the biggest part are models and the top building is a model until you get close.

  • Map pimpage nightmare

    • Bluestrike
    • October 29, 2005 at 11:55 AM

    Hmm not all forums are the same, I prepared 4 different txt's, so I just had to copy it into the text fields and hit post.

    Forum type's have different image code, some don't allow clickable images etc.

    How can that be handeled?

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