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Posts by Bluestrike

  • Expansion packs?

    • Bluestrike
    • August 5, 2005 at 11:38 AM

    I liked blue shift because it has the ending I wanted in HL

    In HL I got obsessed with making it to the surface and escape, but it never really hapened, or not the way I tought it be.

    Further it just depends on the quality, and sometimes you just need the expansion because it brings new maps and stuff for online games that you can;t find games without having it (Total Annihilation:CC, mmorpg,...)

  • Reason for Console Regions?

    • Bluestrike
    • July 30, 2005 at 11:22 PM

    Basicly its done to control the realeases of games and movies.

    While we see almost instant global releases these days, not so long ago sertain movies and games could be released a year after its released in another region.

    They simply don't want u to get the game or see the movie before they feel like it. Without these regions, Europeans for example could buy american dvd's of a movie while it was not in the movies theatre there yet making the owners of these theatre's angry.

    So the real reason like alot of other stuf is : MONEY

  • cs_logistic_assault

    • Bluestrike
    • July 30, 2005 at 12:55 AM

    Final version as well.

    Ofcourse the looks can't compete with the newest from Valve but I think the 4 vent entrances and the window entrace throw up gameplay a bit and give CT's a better chance.


    • [*:27d2grk6]Map name: cs_logistic_assault
      [*:27d2grk6]Release date: 28 july 2005
      [*:27d2grk6]Number of spawn points: 64

      [*:27d2grk6]Info
      Final version, cs_assault styled map based on a European industial area.

      [*:27d2grk6]Screenshots
      (click to enlarge)

    [Blocked Image: http://www.bluestrike.be/maps/cs_logistic_1s.jpg][Blocked Image: http://www.bluestrike.be/maps/cs_logistic_2s.jpg]
    [Blocked Image: http://www.bluestrike.be/maps/cs_logistic_3s.jpg][Blocked Image: http://www.bluestrike.be/maps/cs_logistic_4s.jpg]

    [*:27d2grk6]Downloads:
    - HL2files: http://halflife2.filefront.com/file/CS_ ... ault;45415
    - Fileplanet: http://www.fileplanet.com/files/150000/155555.shtml
    - My site: http://www.bluestrike.be/maps/files/cs_ ... ssault.zip

    [*:27d2grk6]Credits
    - Map and custom textures by Bluestrike (http://www.bluestrike.be)
    - Bot navigation file by CoCoNuT (http://coconut.de.tc)

  • de_battleship

    • Bluestrike
    • July 30, 2005 at 12:52 AM

    Some sugested stuff I simply could not do in the wip thread, and other things I just didn't wanted in the maps.

    Anyway its done now and I'm pretty proud on it regardless.

    I think the day version will make it on more servers


    • [*:3bbnapql]Map name: de_battleship
      [*:3bbnapql]Release date: 28 july 2005
      [*:3bbnapql]Number of spawn points: 64

      [*:3bbnapql]Info
      Map setting is a foggy night on a Iowa Class ship.
      Includes soundscapes,nav file and overviews

      [*:3bbnapql]Screenshots
      (click to enlarge)

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_1s.jpg][Blocked Image: http://www.bluestrike.be/maps/de_battleship_2s.jpg]
    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_3s.jpg][Blocked Image: http://www.bluestrike.be/maps/de_battleship_4s.jpg]
    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_5s.jpg]

    [*:3bbnapql]The map is availeble in 2 flavors,
    the normal (night) version and a day version with better framerates for 40+ player servers or the people who don't like dark maps.

    [*:3bbnapql]Downloads normal version:
    - HL2files: http://halflife2.filefront.com/file/CS_ ... ship;45422
    - Fileplanet: http://www.fileplanet.com/files/150000/155553.shtml
    - My site: http://www.bluestrike.be/maps/files/de_battleship.zip

    [*:3bbnapql]Downloads 'day' version:
    - HL2files: http://halflife2.filefront.com/file/CS_ ... _Day;45420
    - Fileplanet: http://www.fileplanet.com/files/150000/155554.shtml
    - My website: http://www.bluestrike.be/maps/files/de_ ... ip_day.zip

    [*:3bbnapql]Credits
    - Map and custom textures by Bluestrike (http://www.bluestrike.be)
    - Bot navigation file by CoCoNuT (http://coconut.de.tc)

  • Well... didn't see this one coming.

    • Bluestrike
    • July 19, 2005 at 6:08 PM

    Barking Dog was contracted by Valve to polish CS beta 5

    (and made the orriginal cs_backalley and de_train)

    As for the EA logo, a reason more to buy over steam I guess.

  • de_battleship

    • Bluestrike
    • July 15, 2005 at 10:42 PM

    Before I go to bed because I'm dead tired from my day job.

    Almost like the undersiege movie

    Maybe a bit to foggy now tho but at least fps is getting better now and maybe I should clip the distance with this heavy fog for more performance gain :)

    [Blocked Image: http://www.bluestrike.be/alpha/de_battleship450000.jpg]

  • de_battleship

    • Bluestrike
    • July 14, 2005 at 10:47 PM

    bah been a whole week of compiling, finally have some nice fog and now swap buffers is hamering the budget, back to start.

    Trying to get lower fps on another map, deleted alot of models and detail brushes in that area and didn't make a difference, its to get frustrated and i would almost want to forget it all with another 3 years of Dark Age of Camelot, been a year since it quit that now :)

  • de_battleship

    • Bluestrike
    • July 11, 2005 at 7:28 PM
    Quote from skdr

    Well duh, why it has to be "realistic" setting? I'd suggest you to make it cool, not placed somewhere on earth with boring setting. Make some cool stuff that attracts player and makes them go "whoa!".That's what the explosions and stuff are. Makes the setting more interesting and cool.

    Ok, but cool things like that can become anoying pretty fast as well :)

    and seeing alot of the crap some servers run I start to doubt players want cool stuff but rather smooth fast maps.

    I think the map has the setting and feel and I want it to stay well in budget this time because I got some complaints of to high fps in my other maps

  • de_battleship

    • Bluestrike
    • July 11, 2005 at 3:53 PM

    lol its cs, not a Day of defeat map

    The ohio class ships are decommisioned after the gulf war and how would terrorists end up on a ship like this and during a battle.

    The briefing for the map says its a training , blue squad plays CT and Red squad plays terrorists, who loses have to pay for beer in the cafetaria :)

    I was thinking to add some island in the 3d sky, does anyone know how a 3d sky effects a budget, i'm pretty high already because the engine sees almost the whole map from any point, only the indoor is seperated with areaportals.

  • Sin Episode screenies

    • Bluestrike
    • July 11, 2005 at 12:08 AM

    hot beeb,

    the verhicles in the 2nd screen look pretty crappy tough

  • de_battleship

    • Bluestrike
    • July 10, 2005 at 5:41 PM

    Waves can't be done in source, wel not that I know off.

    The foam would only be visible in spectator mode and I'm not good enough to make something like that :/

    hmm seagulls nice idea but since the I'm working on a night & fog setting they don't fit. hl2 has a seagull I believe :)

  • banned ?!?!

    • Bluestrike
    • July 10, 2005 at 5:24 PM
    Quote

    [23] *** terrorist has joined #mapcore [23] sup every1

    [23] *** terrorist was kicked by D3adlode (counter-terrorists win)

    Lol Counter-Terrorists win :)

  • War of the Worlds....

    • Bluestrike
    • July 9, 2005 at 8:43 PM

    Lol ratings, how do you rate it, for its message, its spectacle or its entertainment value.

    I never go to the movies so i just read some reviews, we are supposed to believe these things were on erath all the time, and its again the USA that has the honor to be invaded? :)

    Anyway WOTW is a spectacle film and it does that part quite good if I see this forum. But just like games, having alot of spectacle doesn't mean the game is going to be a classic :)

  • de_battleship

    • Bluestrike
    • July 9, 2005 at 11:58 AM

    Working on a night/evening version with fog

  • Guilds Wars vs World of Warcraft

    • Bluestrike
    • July 8, 2005 at 6:39 PM

    GW is not a persitant world as far as I know, more something with a meeting area and then you can do 'instances' with small groups, not a real MMO.

    But I never tried it.

    Tried the WOW beta but it wasn't my cup of tea (played DArk Age Of Camelot 3 years) but it is a nice mmo to start with if you are new to it,

    the other mmo's are either to old or hardcore, so leveling up is not fun most players have their highlevels already and only play with friends.

    And from frieds I hear the WOW endgame is boring.

    I'm looking forward to Warhammer Online, but that will take 2 more years to come, not that i'm that mutch of a Warhammer freak,

    but its supposed to bring DAOC's RVR to a next level and I am a RVR addict

  • de_battleship

    • Bluestrike
    • July 6, 2005 at 11:28 PM

    hmm trims, something like this?

    http://www.bluestrike.be/alpha/de_battleship360000.jpg

    Haven't desided yet if I make it evening/dark, spotlights etc are slowly getting as overused as crates and (almost) all maps look better in the dark :)

  • SIN2 to be released via Steam

    • Bluestrike
    • July 6, 2005 at 9:13 PM

    lol still learning something in hammer every day

  • de_battleship

    • Bluestrike
    • July 6, 2005 at 7:14 PM

    WIP since this is the WIP forum after all.

    Layout is kept simple so players don't get confused, what is usually a issue on ship location based maps.

    So the indoor part are onlt some nessesary stairs to get players on different decks.

    It uses alot of edited (recolored) HL2 textures and thats probebly the best I could do with my 2d skillz

    [Blocked Image: http://www.bluestrike.be/alpha/de_battleship350000.jpg]

    [Blocked Image: http://www.bluestrike.be/alpha/de_battleship350003.jpg]

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_1.jpg]

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_2.jpg]

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_3.jpg]

    It could use some harpoon laucher and modern AA gun models but I can't do that, maybe I'll get something decent done in hammer

  • SIN2 to be released via Steam

    • Bluestrike
    • July 6, 2005 at 6:55 PM

    The price of sin 2 is what worry's me the most.

    A few years ago my favorite game magazine predicted online distribution would eliminate the middle man and games would be cheaper to afford when buying them straight from the developer.

    But HL2 wasn't cheaper then the average game and if you see the pricing for a single sin 2 episode I say then can put their episode where the sun doesn't shine.

    No singleplay is worth that mutch to me and its better spend on a good MMO (not wow )

    Only problem with steam I have is the friends list what is pretty mutch down most of the time.

    Hmm source outdated?

    I think eatch engine has its strong and weak points.

    Source can definatly use some inprovements and I was told there was a light preview comming *sometime* maybe with the HDR release?

    Scaleble models would rock, in Sandbox you can make one rock look like 100 different ones just with rotating and scaling.

    For texture workflow, once you get the hang of it it can go pretty fast,

    only a resource reload option would be nice so you don't have to restart hammer to see a new texture.

    I believe there are already vtf plugins for photoshop.

  • Valve Developer community wiki launches

    • Bluestrike
    • June 30, 2005 at 3:02 PM

    Wtf was that there yesterday? :)

    It told me I had to enter my password when I tried to register.

    When I tried later it worked.

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