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  2. BlisTer

Posts by BlisTer

  • [Fortress Forever]FF_Stowaway2

    • BlisTer
    • April 6, 2008 at 9:01 PM

    Nothing fancy, mainly optimized for gameplay.

    *click for larger pics

    [Blocked Image: http://home.scarlet.be/~kv218454/ff_blis_stow2_b10002s.jpg]

    [Blocked Image: http://home.scarlet.be/~kv218454/ff_blis_stow2_b10003s.jpg]

    [Blocked Image: http://home.scarlet.be/~kv218454/ff_stowaway2_b20001s.jpg]

    download

    Texture thanks: PhilipK

  • FF_blis_2fort

    • BlisTer
    • September 29, 2007 at 4:35 PM

    In a continuation of my usual style, here's my 2fort version for Fortress Forever.

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort-4s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort_1s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort_2s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort_3s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort_6s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort_5s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort-3s.jpg]

    [Blocked Image: http://users.telenet.be/storage_dv/ff_blis_2fort-1s.jpg]

    download (bundled with my FF_Flare release)

    Several servers are running them already, so you can check them out in FF.

  • FF_Flare

    • BlisTer
    • February 2, 2007 at 7:35 PM

    this is just another way to mask a vis blocker. 90% think it's well executed anyway.

    The func details are there now. They allowed me to be very flexible, they do the job aesthetically and since they only have 4 faces performance is good. i see no reason for them to be replaced.

  • FF_Flare

    • BlisTer
    • February 2, 2007 at 5:32 PM

    Beta 5 is up for download. A few minor alterations here and there, mostly to the yard and flagroom:

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_1.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_2.jpg]

    I also changed the blue light color somewhat. I kinda like it but i'm having doubts about the purple base color it's casting:

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_3.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_4.jpg]

    comments are appreciated

  • FF_Flare

    • BlisTer
    • January 26, 2007 at 4:24 PM
    Quote from Defrag

    Ja and every version is getting better, so it's cool to see this evolving

    Well after 4 betas i'm not only reaching the end of my possible number of planes, but also the end of my inspiration. So please indicate parts that are still a no-go without improvement, and please do so in a manner that doesn't consume too much planes and faces/vertices

    ps defrag: PMs @ FF forum

  • FF_Flare

    • BlisTer
    • January 26, 2007 at 8:16 AM
    Quote from FMPONE

    Some of the most over the top architecture I've yet seen from this mod, really inventive. I like the red section, but the blue lighting seems really grating and weak, I'd make it a bit more neutral and less contrasty /.../ solid color sections that bring the areas down

    thx. i'll try a softer blue when others think so too.

    could you specify which screenshot you are referring to about the solid color sections?

    Quote from MJ

    man wasn't FF suppose to be put last year? Release the damn thing

    don't ask me, im not in the dev team

    Quote from twiz

    We can judge pretty much everything except performance and gameplay

    performance is good. better than the standard HL2DM maps. lowest fps i get is around 50 on 1.8GHz + GF6800GT. If any of you has 10mins, you can always download and try it out for gameplay feel. hit the boost to get the FF gameplay speeds imo.

    Quote from JeanPaul

    I was implying that he should incroporate it rather than having it be just useless geometry.

    Maybe in another map once FF releases. It's hard enough to estimate gameplay based on the movies the devs decide to release. What i did was take a look at those videos, estimate the average gameplay speed and make a gameplay design. After that came the dressing up. Let's just see what this brings us ingame, one step at a time

  • FF_Flare

    • BlisTer
    • January 25, 2007 at 8:14 PM

    Hi all,

    just looking for some feedback.

    Designed for Fortress Forever CTF Leagueplay, currently in HL2DM status ofcourse.

    I'm currently at 90% for brushfaces and vertices, and at 98% planes.

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b3_03.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b3_02.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b6.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b4_01.jpg]

    download beta 4

  • Fortress Forever Dustbowl video fun

    • BlisTer
    • September 7, 2006 at 6:20 PM

    i love what the FF team accomplished. really terrific. also how you added improved things, like how a friendly spy is indicated etc.

    only thing i dislike is the exagerated ragdoll acrobatics. can't you increase the weigth of death bodies or something ?

  • Your first Level Editor

    • BlisTer
    • August 18, 2006 at 7:21 PM
    Quote from Bronts

    I spent many hours creating some wackey tracks for stunts.

    me too

    First fps editor i used was Build for Duke3D, making some DM levels and then playing vs my bro over the null modem cable. as a matter of fact i'm setting it up again for memories sake

  • DM ThinIce and CTF Decay

    • BlisTer
    • August 15, 2006 at 4:28 PM

    great work. architecture, lighting,.. everything is adding quality to already awesome textures. i prefer the metal-warm atmosphere of the second map but that 2nd shot of the first map looks terrific too with the panels and architecture.

  • Modularity

    • BlisTer
    • August 10, 2006 at 11:40 AM

    HL2

    Thx for some great feedback. i would love to improve on some things and expand it into a full map, but as i said, the FinalLightFace problem won't let me. I'll have to wait for a working solution for that before i can improve Modularity (I know e.g. CampaignJunkie had the same error at one time).

    Quote from Hourences

    Original concept and looks, lighting could be better sourced though.I also think that a concept like this would do great with some cool shaders and materials

    If i could (see above), i'd tilt those big lights in the first shot so that sourcing is better. About the shaders, i was actually thinking about implementing my gold-liquid-refract material, visible here and here , behind the panels. i'll see whenever i get the map working again.

    Quote from KIIIA

    ... (maybe even some rotating fan shadows). BEhind all the quads that are the walls i would put a plane with a moving blue energy lasertexpan.

    I would replace the orange skybox (i think it is one, right?) with a beautyfull space art skybox with rotating colourfull planets etc.

    Pic 2 really lacks a funky JumpPad with upwards moving energyshizzle.

    Rotating fan shadow could work out nice indeed. not sure about the blue laser beam though. There is no skybox. A space skybox could work out nice but would have to depend on the style of an eventual mod. jumppad too.

    Quote from hamst3r

    lighting is a little bland

    i tried to move away from hard shadows like in my previous maps. i agree that lighting is maybe too bland on the lower floor though, which is something i would definately work on if the FinalLightFace error is solved

    Quote from Pericolos0

    it would look alot better if you took those screenshots with better texture filtering

    yeah, i had to make them with jpeg quality 90 for ppl on 56k. Best to have a quick download if you'd like to see it in more detail, the normalmaps and reflections work out nice ingame:)

    Quote from KungFuSquirrel

    I think the first shot looks really good and I'm going to go out on a limb and guess that was the first piece you built? Very creative style; it looks like it'd be well-adapted to Portal in the future Comparatively, I don't think the tiny squares motif holds up in the rest of the room. The ceiling and big inset piece (right side of shot 2) end up looking too uniformly built. I think you hit your sweet spot on the longer strips in the bottom left of shot 2, and I almost dare say the first shot would have worked better with 4 strips instead of 12 squares each.

    Obviously this is finished, so you won't really be revisiting this map, but if you do give another shot at the style (I'd say models are your answer assuming that's all brushwork), I'd put more emphasis on more varied sizes, maybe losing almost all of the squares in favor of staggered strips of varying sizes and angles.

    you're right with your guess About replacing the square panels with rectangular ones: that's certainly something i could try. If not on the walls then maybe on that ceiling. I'm just worried about people screaming "repetitive textures!" (like Squirrelly here;) ) when there are only rectangular ones. Other shapes are difficult imo, e.g. when you want to rotate skewed panels they don't "fit" anymore. varying sizes would still be repetitive imo. Still, some nice suggestions in there. Of course, i can only implement them if i solve this FinalLightFace error :/

  • Modularity

    • BlisTer
    • August 9, 2006 at 1:28 AM

    It has been a while since my last visit here. In the meantime i made this map (room actually). It got 2nd place in the snarkpit 2006 contest.

    [Blocked Image: http://users.pandora.be/storage_dv/modularity1.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/modularity2.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/modularity3.jpg]

    download

    You can think of it as a futuristic flagroom or something. Sadly i can't expand it into a full map atm, because of a nasty FinalLightFace crash when i try to add (even simple) things..

    comments are always welcome

  • dm_intense

    • BlisTer
    • August 17, 2005 at 9:54 PM
    Quote from Marcos

    the map fails in the aspects of details, theme and also lighting.

    there are atleast as many ppl saying theme and lighting did succeed, that's how i think about it too. Many ppl, many opinions, the ways of the world As for detail check my previous post.

  • dm_intense

    • BlisTer
    • August 17, 2005 at 2:19 AM
    Quote from KIIIA

    Interesting brushwork, but it lacks detail and especially sense.If you can manage to combine such an interesting bw and lighting with detail and a certain amount of sense (any environment that the player can rerecognise, a high tech spacestation for example) it would come of nuch greater. The complete lack off a repetive theme in everything (textures, lighting, bw etc) really disturbs my eye here.

    heya,

    did you have a run around in it? it actually only uses a few textures, with the golden pulsating refract texture being the repeating theme everywhere -although sometimes only subtle present. I didnt want to go for the obvious elements of a spacestation, just a not-of-this-earth-architecture-base with this surreal presence in it.

    The large lights are present in most of the map and the other lights only use 2 different "lamps", they're just oriented differently to keep it interesting.

    i'm aware that i could have gone more in detail in some places, but i didnt do so to keep it a high fps map that runs smoothly for 8+ players.

    i agree that the bw lacks repetetiveness, but in my opinion this isnt necesseraly a bad thing : helps for orientation in dm

  • dm_intense

    • BlisTer
    • August 17, 2005 at 1:20 AM

    hi all

    out of personal curiosity, i'd like your opinions

    download

    [Blocked Image: http://users.pandora.be/storage_dv/intense3.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/intense2.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/intense6.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/intense8.jpg]

  • ns_attrition

    • BlisTer
    • January 18, 2005 at 1:00 AM

    i'm sorry if i bump this thread but i just had to register and say that first pic (on the first page) has to be the nicest hallway i have ever seen. far better than stuff i have seen made in HL2.

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