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Posts by Bluestrike

  • Valve Developer community wiki launches

    • Bluestrike
    • June 29, 2005 at 7:44 PM

    Its great, I can't find anything and I can't create a account , another great leap forward

    No serioesly where the hell did the sourcesdk documentation go in case I need it again :/

  • cs_logistic_assault_rc2

    • Bluestrike
    • June 28, 2005 at 10:40 PM

    Decided to post it here anyway knowing most won't like it


    • [*:2ece84ij]Map name: cs_logistic_assault_rc2
      [*:2ece84ij]Release date: 28 june 2005
      [*:2ece84ij]Number of spawn points: 64
      (32 vs 32)

      [*:2ece84ij]Info
      Another remake of cs_assault with a wider approach.

      [*:2ece84ij]Screenshots
      http://%7boption%7d
      http://%7boption%7d
      http://%7boption%7d

      [*:2ece84ij]Downloads:
      - HL2files http://%7boption%7d
      - My site http://%7boption%7d


      [*:2ece84ij]Other maps by me:
      cs_beirut 2 http://%7boption%7d
      de_kilo 2 http://%7boption%7d
      comming soon de_battleship : http://%7boption%7d
      (any modeler interested in doing some harpoon launcher ot turrets models?)

  • hl2dm server

    • Bluestrike
    • June 26, 2005 at 11:57 AM

    A css and dm server then

  • HELP I'M GONNA PUKE

    • Bluestrike
    • June 26, 2005 at 9:49 AM

    Wel a HL1 remake whats done by someone who's probebly mapping for the 1st time will look just like the HL1 map or in most cases worst.

    Alot of the ported maps are straight ports often with the orriginal textures as well.

    But the sad problem is that most good looking maps don't play that good.

    To take my own maps as example, I think they are to large to be fun on custom map servers. I think a custom map has most chance of playing when the enemy's can get/find eatchother fast in the game so the players don't get to bored even with low numbers playing.

    Now I'm working on a port of assault myself now, basicly out of grief of the crappiness of the current ports, if players like it so mutch they might as well have a decent looking map to play on

    When I saw the Valve port and see they used the same hangaar type as they did in de_port and cs_compound I desided to give it a go.

    I used a more free approach with a european industry terrain setting like you would find it here in Belgium, the map still plays and feels like assault but doesn't look exacly the same.

    Oh and I'm not saying I could do it better then Valve, I just took a different direction into something I wanted to play, and press my personal mark on what you could start to call the assault saga

    I'll probebly post the map in the finished work gallery so you guys can bash on it :P

  • Battlefield 2 Demo is OUT!

    • Bluestrike
    • June 12, 2005 at 1:46 PM
    Quote from RD

    And about the game, the map is really small and it seems i cant hit anything with any weapon except the snipergun. Even going prone with the machinegun its still almost impossible to hit anything beyond 10ft away =(

    Know exacly what youre talking about, its like my bullets vanish in thin air beyond 10 meter except with the sniper rifle.

    You would think lying prone on top op a wagon shooting single rounds would hit the enemy comming straight to you.

  • WIP in WIP, post your level screenshots!

    • Bluestrike
    • June 11, 2005 at 5:26 PM

    3 maps in the pipeline, pretty early screens so I'm not looking for feedback but just showing whats comming.

    ff_wellfortress:

    [Blocked Image: http://www.bluestrike.be/alpha/wip3.jpg]

    cs_bluecorp_assault: (I tried but I could not resist making a onw assault version)

    [Blocked Image: http://www.bluestrike.be/alpha/wip1.jpg]

    de_battleship:

    [Blocked Image: http://www.bluestrike.be/alpha/wip2.jpg]

    If a modeler or 2d artists wants to help out on the last one.

    I could use models of a tomahawk launcher, harpoon launcher, AA gun and perhaps the turrets, I can provide a dxf for 3dmax or xsi reference made in hammer for size and have some photo's of the objects found on the net)

  • Battlefield 2 Demo is OUT!

    • Bluestrike
    • June 11, 2005 at 5:18 PM

    Played it a bit, looks nifty, I think I would prefer Joint Operations but BF2 has probebly cooler locations.

  • Venice Redux [updated]

    • Bluestrike
    • May 29, 2005 at 10:53 PM

    Looks good and feels like Venice (I visited it on a rainy day)

    Water is not bad imho, a bit to clear perhaps, it looks like expensive water as well and might give quite some players a bad framerate.

  • ctf_portalstorm

    • Bluestrike
    • May 29, 2005 at 10:42 PM

    Slowly getting there:

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770000.jpg]

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770001.jpg]

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770002.jpg]

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm770003.jpg]

  • Oh noes, ur map has teh been stoeled~~?!

    • Bluestrike
    • May 29, 2005 at 2:35 PM

    lol he posted a screenshot with MagicTMP's name on it so then he just starts claiming he is MagicTMP, that Maxwell guy is just so misguided.

    Also funny how he quits on all maps.

    You would almost add a namestamp to every screenshot you release

  • ctf_portalstorm

    • Bluestrike
    • May 17, 2005 at 10:25 PM

    That would be because I cleaned up the directory when hlctf1.4 was released.

    I suppose Mr Newpunks reply was based on that one working screen.

    For 1.5 I'm redoing some stuff and experimenting with new textures.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Bluestrike
    • May 3, 2005 at 11:46 AM

    ah thanks

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Bluestrike
    • May 3, 2005 at 8:43 AM

    whats the block light texture?

    Searched the dev textures but can't see it.

  • ctf_portalstorm

    • Bluestrike
    • April 30, 2005 at 9:52 PM

    I like the collors and thats really all that counts >

    Some beter lights now I think http://www.bluestrike.be/portalstorm/ct ... 440000.jpg

  • ctf_portalstorm

    • Bluestrike
    • April 30, 2005 at 11:23 AM

    Old: http://www.bluestrike.be/portalstorm/ct ... rm0007.jpg

    New: http://www.bluestrike.be/portalstorm/ct ... 390000.jpg

    Better no?

  • WIP cs_bulletheory

    • Bluestrike
    • April 30, 2005 at 8:29 AM

    The screenshots look good, but they don't make me wanna play it,

    It also seems to have a bit of the tides/chateau/havana/pirensi syndrome, all area's look to mutch alike what makes it confusing and harder to learn, expirience has shown players avoid these maps and leave servers for it.

    Thats my honest opinion.

  • ctf_portalstorm

    • Bluestrike
    • April 28, 2005 at 6:51 AM

    There are 4 portals, 2 for every team, and a trigger_push when a player is incomming to push close campers away.

    The player is also throws out the portal

  • ctf_portalstorm

    • Bluestrike
    • April 27, 2005 at 11:00 PM

    No idea, there are more people what can't see my images or website,

    and its a bit random, I asked my host if they perhaps blocked sertain ip's.

    Anyway some older images on another host .

    http://home.scarlet.be/~mcblue/temp/ctf ... 170000.jpg

    http://home.scarlet.be/~mcblue/temp/ctf ... 170002.jpg

    Hmm there is not mutch room left for detail or anything outside on my budget, and I don't want to use cheaper water.

    Its a pretty large outdoor area, I want to have it run smooth there.

    So what do you guys understand with more detail in the spawnrooms?

    I can do some more brushwork there and make the curves look better,

    but I'm not going to add model like pipes, all HL2 maps have pipes, its getting old and I want a clean look and not to mutch stuff to interfere with the gameplay.

    And a quick image for a Fortress Forever custom map (is on hold because its hard to know how that mod is gonna play, I just pretend its tfc now, they better have rocket/grenade jump tricks too )

    http://www.bluestrike.be/alpha/welfort2_220008.jpg

    mirror http://home.scarlet.be/~mcblue/temp/welfort2_220008.jpg

  • Prey Screenshots

    • Bluestrike
    • April 27, 2005 at 3:11 PM

    Prey was canceled (or more like in the refrigirator)

    And picked up years after, so might as wel be doom3 engine.

  • ctf_portalstorm

    • Bluestrike
    • April 27, 2005 at 2:59 PM

    Custom map for the HL2ctf mod

    Combine base

    [Blocked Image: http://www.bluestrike.be/portalstorm/ctf_portalstorm0005.jpg]

    More screenies:

    Combine Spawn

    Combine Base

    Portal

    Rebel Spawn

    Rebel Base

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