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Posts by Bluestrike

  • [HL2] dm_CombineArena

    • Bluestrike
    • January 16, 2005 at 2:16 AM

    Ok my 1st release for HL2

    dm_combine arena for 2-8 players.

    Its pretty crappy I think, haven't devoted to mutch time into it with 7 other maps in the pipeline atm & fulltime job :)

    I guess it was more for participating then winning

    Okay enough excuses

    http://www.bluestrike.be/maps/files/dm_combinearena.zip (5 mb)

    Installation instructions:

    Extract to (default) C:/steam/steamapps/[email protected]/halflife 2 deathmatch/hl2mp

    The .bsp should be placed in the maps folder and the .txt in the scripts folder then.

    [Blocked Image: http://www.bluestrike.be/newsimages/dm_combinearena.jpg]

  • dm_firth beta 6

    • Bluestrike
    • January 16, 2005 at 12:45 AM

    Very nice map, even the G-man is hanging out there

    Only a bit high on the budget, got a few chokes on locations,

    and its pretty huge, needs alot of players

  • dm factory

    • Bluestrike
    • January 16, 2005 at 12:19 AM

    Hmm I liked the first screens more then the last,

    The blocky look made it feel like a real factory.

    Factory's are not build for design, hell 9/10 industrials buildings are square metal boxes here (modern industial zone) with only at the front side

    (where the office or reception is based) is tought about looks.

    Older industial buildings will still have a basic square layout in most cases but walls are concrete & bricks and the roof is not flat but triangles, or halfround.

    So as far as it goes to realism, I liked the old screens alot more, at least for the factory itself.

    It looks like the chimney can use more sides and/or a smoothing group tough.

    I guess most real factory's would be pretty boring at the outside for a level :-).

  • so, a new CS:S map from valve

    • Bluestrike
    • January 15, 2005 at 11:57 PM

    I think de_nuke was to old for Valve to buy and they expected it to be dropped by the players soon, but that never happened.

    Meanwhile they force crappy & huge maps on the players nobody wanted to play (de_chateau, de_storm, de_pirensi, de_torn but I liked the last one a bit).

    Yes they look pretty nice, but are to large and confusing for most players to lean and enjoy them. (and in the case of de_storm, to dark)

    Hell they still haven't given up and continue this policy with css.

    Most servers thrown de_chateau cs_havana and de_pirensi of their mapcycle already ...

    If I learned anything from cs_beirut, its that the cs players want small, fast maps in a rounds based game.

    And yes it would be time to see some new player models,

    cs had about 5 models for each side and css only 1 ...

    But hopefully this time its map specific

    Hmm Hourences does that mean you might try HL2?

  • Act of war, Next CNC killer?

    • Bluestrike
    • January 15, 2005 at 4:09 PM

    Whats so hard to navigate anyway?

    Just pick youre language and press on screenshots

    Anyway looks neat.

  • How old are you?

    • Bluestrike
    • January 13, 2005 at 5:40 PM

    27

  • Cannot get my model's texture in Modelview/Hammer to show

    • Bluestrike
    • January 11, 2005 at 11:23 PM

    yep, the path in youre qc file

    $cdmaterials models/de_waste/test

    -->so it goes look in [steam path]materials/models/de_waste/test

    and youre texture is located in

    materials /maps/de_waste/test

  • Finding a mod team worth your while 101

    • Bluestrike
    • January 9, 2005 at 4:47 PM

    I think a mod with a coder as leader has most chance of succes/getting completed, since he will know what he wants and probebly has a idea how to do it as well.

    Without the code youre nowhere,

    2nd comes leveldesign because code+map = gameplay

    Then comes the other stuff whats baslicly fluff (no offense intented to people doing these jobs) and if the above is working out great u will attrack skilled people to do those 'looks'.

    Just look at CS, Gooseman did code and models, and cliffe looked for some mappers and I liked the mod from beta 1.

    Ofcourse having a theme/setting what attracks a large player base is a definate plus.

  • CTF_EXPORT: First original ctf map for HL2DM

    • Bluestrike
    • January 9, 2005 at 2:44 AM

    Looks/sounds neat, you found a way to control team spawning or are they still shared?

  • ambient looping sounds not working for clients. soundscapes?

    • Bluestrike
    • January 8, 2005 at 8:57 PM

    Use the enties from the scripts from hl2, they work I think.

    Or make youre own and give instructions how to add it to the soundscapes_manifest.txt

    Or just add a soundscapes_manifest.txt to the download and ***** other custom maps what did the same

    Valve should have a entity what does that automaticly imho, or have it enabeled traight from the map.

    As for the contest, I made my own and gave instructions, the valve guys probely know how to add it and if not, screw me, its not like my map is that good anyway

  • [Farcry] NickRock (singleplayer mission)

    • Bluestrike
    • January 7, 2005 at 8:36 PM

    I can't add earlyer savepoints or the AI is messed up, and tried to keep AI's out of range away but it didn't work.

    I should have mentioned its not a easy map

    Probebly has to do with a unsuported pathtype i used, I wanted some mercs to run on a line like in vietnam movies, but they are messed up with saves. (airwalking and stuff)

    Placed anchors between the camps what are supposed to keep em seperated but doesn't work.

    Wel it depends on what gun u use too, when u use the sniper rifle, you better make sure he died and start running and make youre way across the river

    ps game is saved when killing the leader

    Hmm good thing I didn't apply for the leveldesigner position at Crytek then? ;)

  • [Farcry] NickRock (singleplayer mission)

    • Bluestrike
    • January 7, 2005 at 5:17 PM

    U should have a marker on the radar as a pointer

    Hmm how did you get behind the map lol, the choppers are there to prevent you going to far off and should instakill you.

    I could have used the voice warning from the fort map not to go out to far but it didn't fit the setting I envisioned I asumed most people take a pretty straight route to the radar marker.

  • [Farcry] NickRock (singleplayer mission)

    • Bluestrike
    • January 7, 2005 at 4:35 PM

    Hehe no trigens, didn't like them either. Especially those big guys, a bit over the top imho

  • Hiroshi Yamauchi!!!

    • Bluestrike
    • January 7, 2005 at 4:32 PM

    Haha to good to be true heh ;)

  • [Farcry] NickRock (singleplayer mission)

    • Bluestrike
    • January 7, 2005 at 2:22 PM

    Looks that way ingame when playing in cold render mode

  • [Farcry] NickRock (singleplayer mission)

    • Bluestrike
    • January 7, 2005 at 12:38 PM

    Most parts are pretty dense, unless you were not suposed to get there, but you should be shot down before you get there

    I liked the jungle in the fort map (was also the demo 1 map) and tried to do the same in a larger scale.

  • Hiroshi Yamauchi!!!

    • Bluestrike
    • January 7, 2005 at 12:23 PM

    Haha way to go Mr Yamaushi

  • [Farcry] NickRock (singleplayer mission)

    • Bluestrike
    • January 7, 2005 at 1:01 AM

    Wel to be honest the map is a few months old already (end of september) and the first map I made after a 3 year break (Dark Age of Camelot) but its always nice to see what pro's think of it ;)

    The mission goal is to assasinate the commander and this part of the mission has a very open ended aproach, you can do it like a real assasin and stealth youre way to a good sniping position, or you can go play rambo if you desire.

    The second half (or 1/3rd) is linear where you have to reach the extraction point.

    There are alternate endings and I planned to make missions for every ending, but along came HL:2 But the real ending is the one where a helicopter picks you up.

    All endings result in a map restart I think.

    The map uses some modified skins so extract with paths into the c:/farcry folder

    http://www.bluestrike.be/maps/files/nickrock.zip (19 mb)

    Some screens, but well, its a jungle so trees and bush all over :P

    (used the cold render mode, looks more realistic that way imo)

    [Blocked Image: http://www.bluestrike.be/tempspul/nr01.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/nr02.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/nr03.jpg]

    ps. Anyone who reads McNab's books here? Consider the intro voice as a little easteregg

  • [betatest] css_de_kilo

    • Bluestrike
    • January 6, 2005 at 1:51 AM

    I did nothing, one day they just showed up under css in hammer.

    I knew valve was gonna do this, but because they had no date yet, I didn't expected it anytime soon :)

    Little updates for the one who migth care, made all railings (crappy textured) models with xsi to fix the waterbug, map is pretty mutch done, just waiting for a css update where you can set the viewpoint hight from the map in css to get rid of the stumac view (I'm told this is comming with new map updates)

  • dm_void - ready to submit

    • Bluestrike
    • January 6, 2005 at 1:38 AM

    Looks pretty nice, different to ruined city looks (what becomes really bored in time).

    But since HL2:dm is about trowing objects to youre enemies, that type of gameplay might be lost on youre map.

    And if you add those objects, they can still fall of the sky, so you would need objects what can get destroyed and respawn.

    Still its always nice to see something different with the HL2 textures.

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