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  3. Bl1tz

Posts by Bl1tz

  • Post Your Pic Extravaganza 2006 ~~!

    • Bl1tz
    • July 9, 2006 at 1:26 AM
    Quote from Minotauro

    I know

  • F.E.A.R. : Extraction Point

    • Bl1tz
    • July 1, 2006 at 6:03 AM
    Quote from D3ads

    She brings the helicopter down and you're the only survivor, bad news for lovers of digital Korean babes

    You're not the only survivor

  • 2006 Mapping competition.

    • Bl1tz
    • April 20, 2006 at 3:09 AM
    Quote from Orpheus

    OK, this is how I see it coming off. Use this as a guide.Everyone should know Mazemaster. I am sure that Nick won't mind me using him as an example. Anyway, you should know him. If you don't, do so cause he is one of the best out there.

    OK, pretend that Mazemaster is making Island_17 today, for this contest. He makes the entire map that you can see from the top of the light house. You are restricted to the top of the light house. You say to yourself, "Man, this is one fine looking map" End of story. Don't attempt to over complicate the contest.

    Now, expand that to whatever you want to make. I don't care if you made the Eiffel tower, or the pyramid of Giza.. You're only restricted to your imagination.

    If you think this is a contest for creating a usable map, forget it. This is 100% creativity, of the useless kind.

    Now, go vote, and join up... YOu know you want to. :wink:

    Fair enough, but I personally wouldn't want to play a map that isn't "usable" (fun.) When we did 100 brush mapping contests in the Quake community, the maps that won were the ones that had the best gameplay, because really, what's the point of making a level if it sucks to play it?

    Maybe it's just me, but I hate playing maps that are basically just big arenas unless that's the mod (and even then, stuff like Rocket Arena gets old after a short time)

    I certainly wish you good luck with your contest by all means I just don't think you're going to have many skilled mappers who want to make giant sealed-off rooms.

  • 2006 Mapping competition.

    • Bl1tz
    • April 19, 2006 at 3:14 AM

    From a design standpoint, creating one giant room is probably going to get you a lot of shitty entries. I like the idea of a contest, but I don't know how many people are going to be able to stick to the rules and still make a fun map.

  • I've been offered a job!

    • Bl1tz
    • April 14, 2006 at 10:14 AM

    Way to go Reno!

  • UnrealEd

    • Bl1tz
    • February 14, 2006 at 4:56 AM

    It's not your drivers. I just went through the same exact thing, trying to get terrain to behave.

    http://www.planetunreal.com/architecton ... part6.html

    ^^ This is an outstanding tutorial for getting your terrain up and running. The UDN tutorials are missing some important steps and instructions surprisingly enough.

    Quote

    In order to determine what size you should set XSize and YSize, divide the size of the room by the default scaling of 64. For instance, if we had a room that was 32000 x 32000 x 32000, we would divide 32000 by the default scaling of 64: 32000 / 64 = 500. Therefore, we'd set XSize and YSize at 500. For our purposes, our room is 4096, so 4096 / 64 = 64.

    This is very important to making sure that your terrain works. It might seem a bit complicated, but follow it step by step and I guarantee it will work. Then apply the same values to the different sized terrain zones you will need.

  • UT: Terrain

    • Bl1tz
    • February 1, 2006 at 8:09 AM

    Try doing a Build -> Rebuild Geometry if you haven't already tried it.

  • In-game Ads in CS

    • Bl1tz
    • January 15, 2006 at 12:38 PM

    Ads don't belong in games because they destroy the immersive experience of the games. If you need money that badly, either raise the price of the game, or charge me a subscription fee to maintain the upkeep of the servers. I would rather pay more than have my game experience destroyed by gaudy, cheesy ads appearing in games.

    Ads are not all evil for sure, I totally understand their placement in newspapers, on radio, and on TV. But the idea behind a game is to have a fun, immersive experience that takes you out of your everyday life, and brings you to a place where you can role play.

    RD next time you wanna throw your bullshit at someone, choose someone who can't articulate their ideas. Comparing me to Hitler and saying I want African babies to starve because I don't support in game ads is a little immature and short sighted.

    [07] im almost finished making the thread

    [07] blitz you shouldnt escape from reality when africa is suffering from aids

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • January 13, 2006 at 8:54 AM

    -hamst3r

    those generally look good, with a nice attention to detail. I agree with the balcony complaints. Also, you might want to rethink using the Che Guevara decal/texture, as an Arab/Persian setting wouldn't likely embrace communist/Marxist ideology. Make a custom texture of an Ayatollah or something if you want to give it that "rebellious" Middle Eastern feel -- would take about 15 minutes work to Google image search, convert to B&W, and make an alpha mask for transparency.

    -Irish

    Looks real good, and I agree about the shadow comments. It looks very polished, but also sort of generic. Maybe some sort of interesting set piece would distinguish it a bit.

  • Alpha maps on displacements flipped/scale values lost

    • Bl1tz
    • January 7, 2006 at 9:02 AM

    Ok...so I've determined that it's Hammer that's fucking everything up, and that the map itself is perfectly fine. However, this means that I have to edit the alpha values backwards in Hammer (rock is now dirt and vice versa) which will be weird but managable I suppose. For my custom texture, I'll just switch $basetexture and $basetexture2 in the editor, and then switch them back at the final compile.

    So I might just finishthis piece of shit yet.

    I still can't understand what Valve toyed with in the last update that would cause such a drastic and noticeable change to the way Hammer deals with alpha blending textures.

  • Alpha maps on displacements flipped/scale values lost

    • Bl1tz
    • January 7, 2006 at 1:23 AM
    Quote from FrieChamp

    Editing problems/questions go to the "engine discussion forum"

    Whoops -- I did look first and tried to figure out where to post

    Thanks for moving it to the right spot.

    So yeah, unless someone has a solution for this, I am going to have to manually retexture a nearly finished map...which would be really boring and time consuming and I'd rather not have to do it.

    Not only are the alpha values wrong, but the scales and X/Y positions seem skewed too. I have no idea what Valve did to Hammer.

  • Alpha maps on displacements flipped/scale values lost

    • Bl1tz
    • January 6, 2006 at 8:53 AM

    Ok so I am in kill mode right now because all of the scale values and alpha values on my map are completely fucked up.

    I was looking around for a fix for the problem, but didn't see one. So I said "well fuck it, I'll just fix the alpha values normally" but no, that didn't work either because even though the scale value is unchanged, the scaling still isn't correct on my texture.

    I hadn't touched the map since Dec. 4th, and now suddenly it's totally fucking useless. Months of work down the shitter (temporarily)

    If anyone can help me with this, I would be eternally grateful.

    Code
    "WorldVertexTransition"
    
    
    {
    
    
    
    
    // Combined these two existing textures because one was half of an existing dirt/rock blend, and the 
    
    
    // other had a nice "track" property for a cart path
    
    
    
    
    	"$basetexture" "nature/dirtfloor011a"
    
    
    	"$basetexture2" "concrete/concretefloor008b"
    
    
    	"%tooltexture" "nature/dirtfloor011a"
    
    
            "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
    
    
            "$basetexturetransform2" "center .5 .5 scale 2 2 rotate 0 translate 0 0"
    
    
    	"$surfaceprop" "dirt"
    
    
    //	"$bumpmap" "Nature/dirtfloor012a_normal"
    
    
    	"%keywords" "blitz_blend"
    
    
    }
    Display More

    edit ^^ there is the .vmt which previously worked perfectly but now the scale and alphas are fucked up.

  • I'm so pro it hurts.

    • Bl1tz
    • January 2, 2006 at 11:34 AM

    Mapcore really doesn't have a "professional" image. For years, mapcore was always kind of the laughing stock of the level design community as a whole. I admit I was one of those who ignored mapcore for a long time simply because of its reputation.

    HOWEVER!

    I started idling in the chan more and more and there are some genuinely good people who compose the "core" of mapcore. I think the problem is that it's mostly presumed to be a Counter-Strike editing site, so you get the people who make posts like

    "dis map teh secks" (even if it's ironic, it's not funny)

    "nice"

    And so forth. Most of the time it doesn't come across like the users have helpful/insightful advice to give, but I know now that isn't the case. Off the top of my head, I know Reno from Snarkpit who posts here always goes out of his way to post helpful/well thought out advice, and I think you guys should look at that as an example.

    Even if a map is tremendously shitty, it's best to just tell them that it's not good for reasons A, B, and C, and give them the resources and areas in which they should improve.

    This is definitely not a barb at mapcore -- most of you are excellent mappers and great design minds -- I'm simply speaking about the way the board is perceived outside of here.

  • de_corse

    • Bl1tz
    • November 7, 2005 at 3:25 AM

    This map looks insanely awesome

    Can't wait to play it

  • Untitled CS:S map in progress

    • Bl1tz
    • November 1, 2005 at 8:39 AM

    Another one because I love you all...then probably a drought of screens for a while until I get some bigger areas finished!

    http://blitz.circa1984.com/blitz_06_16_ver20009.jpg

  • Untitled CS:S map in progress

    • Bl1tz
    • October 31, 2005 at 8:56 AM

    Yeah it's basically just a mine, I guess it's not all that exciting, but I suppose what sets it apart is the fact that I plan to execute it really well. It's not just something slapped together...I agree the screens are a bit narrow in terms of what they show, but it's mostly a "rock corridor" map, a bit like the way cs_office is without the 'rock' part. There are wide areas too of course, but they're not finished yet.

    Thanks for the feedback -- I'll keep you guys posted

  • Untitled CS:S map in progress

    • Bl1tz
    • October 31, 2005 at 5:57 AM

    Hey everyone...here are some shots of a CS:S map I'm working on. No title yet, sorry. :derp: or should I say :downs: Beta pretty soon...maybe a few weeks or so. Sentence fragments.

    http://blitz.circa1984.com/blitz_06_16_ver20002.jpg

    http://blitz.circa1984.com/blitz_06_16_ver20006.jpg

    http://blitz.circa1984.com/blitz_06_16_ver20007.jpg

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