1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. misterbister

Posts by misterbister

  • battlefield 2142

    • misterbister
    • October 19, 2006 at 8:16 AM

    Everybody talks about the weapons and the walkers... What about teamplay?

    I find it quite interesting that no one ever talks about the parts that i think is the best improvements.

    Me and my friends have been playing Battlefield 2 together as a squad since the game came out and we have become quite a tight team.

    Since they removed all the weak classes, its easier to assemble a complete squad. The new unlock system makes everything so much more fun. We can now make a much more specialized and efficient squad.

    During the Beta, it looked like this:

    Buddy 1 played as an engineer with AA-capabilities and specialized on minedropping (he had loads of really nasty mines in his arsenal) in case we needed to defend a flag/silo.

    Buddy 2 played as a Recon with stealth capabilities so he could sneak up to a tank and deliver some C4 without taking bigger risks. He also worked as an excelent scout.

    Buddy 3 often played the class that was needed at the moment. Hopefully we can make him be a support with all the defensive unlocks.

    I almost always plays as squadleader, so i had all the squad leader unlocks. I played as assault and made sure that no one in my squad was injured, and could revive anyone who died. I was also equipped with a very, very heavy assault rifle with a small rocket launcher attached, just to make sure that no infantry got in our way. During real intense attacks, i could plant a beacon so my squad could spawn on it, even if i died.

    If we needed more gunpower than we had, i could respawn with a combat drone, which can fire at enemies, even if im ducking under cover.

    Im very excited with all the new possibilities that comes with just this part of the game, but there is more!

    Since DICE wanted people to play in squads more than they did in BF2, You actually get rewarded with lots of bonus points when playing in a squad and killing people near your squadleaders order.

    If you play good, this can be very rewarding. I remember one instance during a match in the DEMO where our squad got 92 squd bonus points for good teamplay.

    Im not sure if theese points counts as careerpoints aswell, but i do know that you get temporary unlocks in the battlefield for collecting theese squad bonus points. The weapons stay as long as you play on the same server. This is great since you can actually try out an unlock before unlocking it for real.

    Do i need to express further how exciting i think this system is for me and my squadbuddies? Dont think so .

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • October 4, 2006 at 7:54 PM

    Zacker: HDR only works well when there are high contrast in brightness in the lighting, such as walking from a dark cave into the sunlight.

    Cloudcity doesnt have that sort of contrast. Its quite dark all the way.

    Spine: The wood rubble is no more, I replaced it in the final beta.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • October 4, 2006 at 7:49 AM

    Progress:

    Ive been solving most of the issues and made a compile with HDR; as I expected the map didn't work very well with HDR because of its "darkness".

    I have concluded not to implement HDR in the final version.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • September 5, 2006 at 10:17 PM

    Thanks for the great feedback!

    Dm_cloudcity has entered final beta stage and is now available for anyone to download.

    This is the final opportunity to give feedback, please do so if you find it necessary.

    The map is available at:

    http://%7boption%7d

  • BG2 map

    • misterbister
    • July 31, 2006 at 2:57 PM

    In the first images the sky and the lighting doesn't match the lighting should be brighter. however the lighting in the later screen shots looks great.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • July 22, 2006 at 11:39 AM

    Alright, time for a big update on the project.

    Its been a while since i showed any images, but now i think its ready to reveal the almost final version of dm_cloudcity.

    The list of features is too long to state in one go, i think its better to just write some comments below every image.

    Here we go:

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970016.jpg]

    Lets start with this "overview". Actually i find it very difficult to make an overview of the map since it is to big both in X and Y -axis but also in Z axis.

    The skyscrapers are so high .

    Anyways. This scene has gone some big changes, however most of them are optimizing stuff, but i wanted to add more color into the map, so I made more commercial ads, aswell as warning signs informing the inhabitants of cloudcity district to stay where they are, or else they get "terminated". This actually has a story behind it, but i will not reveal I just yet.

    Many of my textures in this scene has been remade with help from Teddybear. However its not very noticeable from this angle.

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970004.jpg]

    Here you can see the new spaceships of Cloudcity all of the new ships are painted by "hand", or should i say photoshop? . At first i hoped that i could make the ships func_tracktrains and then add normalmaps to them, but it didnt work out very well since the big dreadnaught seemed to overlap ships that actually was closer to the player. In general, the ships behaved very buggy as tracktrains, so i decided to use the more safe "scrolling texture" technique .

    The patient one might also witness a chase between two ships across the sky...

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970031.jpg]

    Here is a somewhat changed area. I thought it would be fun if I added graffiti and trash all over the place. The result is quite satisfying i think. New textures in the ceiling aswell..

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970006.jpg]

    Heres an image of the warehouse. not much has changed, except for new textures, and of course a soundscape.

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970009.jpg]

    In the early days i had a big brown carpet on the floor in this room to give it a feeling of luxury. The place was supposed to be a waiting room for passengers departing from cloudcity. Though I had lots of complaints from people wondering why the hell i had that carpet lying on the floor. When searching for other solutions i found an image of an hotel with a marble floor, and i thought that looked quite good, so i decided to make for this room as well. I also added the city-symbol on the floor as reminder who is in charge. As you can see, it resembles the one the combine use. However mine is more skyscrapish i think .

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970007.jpg]

    Heres the elevator shaft. I added red light in the shaft to the left, instead of white to indicate that something has gone badly wrong there. The atmosphere got alot more hostile that way, just the way i wanted it. The newly added soundscape helps out with that quite well. Ive also added automated freight elevators in adjacent shafts.

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970040.jpg]

    I couldn't really figure out how to add crates and explosive barrels into cloudcity at first since i didn't know any modeling. However one evening when i did a walk through of the current build with a few friends I got the suggestion to "simply" re-skin the current wooden crates and the barrels. All i had to do was to de-compile the models, make an entry in the .QC file to point at another texture location and then recompile the models under a new name.. Sounds easy right? Well.. It took me at least 6 hours to figure out how to do it. Thanks to tons of bugs and stuff i almost gave up. However the feeling when i finally made it was quite satisfying . The crates might need more polish, but I'm quite happy with the barrels. All tagged with the cloudcity logo.

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970012.jpg]

    Heres an in-game image of the construction site that i showed early pic's on about a month ago, or was it two? I found it very hard to make a good overview in one image. The place fells alot better in-game than it does looking at this image.

    [Blocked Image: http://www.leveldesign.nu/bilder/skit/cloudcity/dm_cloudcity_a970048.jpg]

    Heres the Lab again.. Not much has changed except for new textures and a soundscape.

    Other changes/additions:

    Added sound, everywhere.

    It took some time, but i finally managed to add soundscapes in all areas. I had big troubles finding a suitable soundscape for the outdoor area, so I made my own. Its a mix if sounds from Hl2 as well as a mixed recording from a highway in Texas i found on the Internet. The result is quite good i think.

    Added support for team play.

    Ive also added spawn points for team play, however i haven't had the possibility to see how the game play works in this mode, yet.

    Weapon placement completely remade.

    I decided that the old placement of weapons was quite bad, so Ive been tweaking it like mad. Thanks to my "testing-team" Ive managed to make the map alot more balanced, however more testing is required.

    Custom textures remade.

    Almost all of my textures has been remade with help from Teddybear.

    Thats all for now. The map is VERY near its final version, there are a few bugs and glitches left to kill... All i can say is sooon.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • July 1, 2006 at 11:21 AM

    Progress:

    The LAN is over, and we all did have a really good time. I got lots of valuable help from Teddybear and we remade almost all of the custom textures I made . Lots of stuff has been either added, changed or removed since the last update, however i dont feel im ready to post pics just yet.

    Currently im drawing spaceships and commersial ads for the map aswell as struggling with the final (and most difficult) optimizations. Im also playing around with throwable objects and how they change the gameplay.

    Currently they work great and are alot of fun, but the problem is that i will probably have to make my own props before the final launch (wooden boxes doesnt look good in a sci-fi environment) and i know very little of modelling. Hopefully i could get some help with that from another friend.

    Thats all for now. Hopefully I'll be able to give you a big update with lots of new stuff in a couple of weeks.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • June 7, 2006 at 4:45 AM

    ive had lots of crits about the spaceships so ive decided to make new ones.

    Me and Teddybear managed to create the first ship today. Took quite a while, but it was worth it =).

    [Blocked Image: http://www.home.no/misterbister/Bilder/rymdskepp2.jpg]

    The image is taken from below, and the yellow lights are headlights.

  • Mapping as a real-world construction tool

    • misterbister
    • June 4, 2006 at 9:40 PM

    Ive worked at an architecture firm here in Gothenburg a few years ago. They used a CAD program called ArchiCAD wich where fully capable of representing the drawings they made in full 3D. You could render images and movies for presentation purposes aswell as "walk around" in the virtual drawings, however the 3D-engine was quite weak.

    I was quite young at the time, but as I had experience with WorldCraft, I found the program quite straight forward and easy to learn. It took about two days to to learn the basics and get confortable with the interface.

    example

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • May 23, 2006 at 11:14 AM

    This message has been removed because i screwed up.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • April 29, 2006 at 10:50 AM

    Sorry for not answering for two weeks, but ive had an hell at school and been sick aswell.

    I also wanted to hear what everyone had to say before rolling out my plans.

    Thanks for the feedback BlueCoatKarma. Ill fix all the issues you noticed.

    Aight, off to my plans.

    Optimization

    Lots of effort will be put into optimizing the map. First off ill try out the skybox suggestion. Secondly ill remove some of the reflective materials aswell. Heres some specific examples of what i will change:

    This particular area really gives me an headache. First off theres way more polygons than needed right here. Secondly the opening is made so that the engine is forced to render everything behind it from almost all angles in the open area. Ill add a wall here so that this wont happen. I think this will do alot for the FPS since theres so much being rendered without any need of it.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740018.jpg]

    This whole building i completely retarded, pulling all of the resources away and being uggly at the same time. Ill probably remake it from the ground up.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740026.jpg]

    In this area ill remove the opening.

    Gameplay

    One big thing that i noticed during gameplay, and ive had feedback about it aswell, is that the weapon placement simply doesnt work as intended. Players avoid some areas completely and some areas are far to rewarding. Im planning on making a total remake of this.

    Instead of putting all the good stuff concentrated, ill spread them out. Ive been thinking about making "routes" for different types of players which they can take to get the weapons and equipment they like.

    Im planning to add explodable barrels in the final version, simply because they are so much fun. Dangerous and unpredictable. What do you think about them?

    The map also contains lots of areas where theres very poor gameplay because of the lack of cover and "small stuff". One of the greatest example of this is this:

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740021.jpg]

    Any suggestions on improvement?

    Another area that totally lacks of small stuff is this one, how should i make it better without boxes?

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740028.jpg]

    Im very unsure about theese holes in the street. Do they really add as much as they take in performance? I made them because i thought it would be fun to shoot people out on the holes and watch them fall down and because i wanted the place to feel like a battleground. However this doesnt happen very much.. Whats your thoughts about them?

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740027.jpg]

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • April 16, 2006 at 9:54 PM

    I have now tested the beta with some friends and made sure that it works as it should.

    You can download it here:

    http://www.home.no/misterbister/maps/dm ... tyBETA.rar

    The fundamental layout of the map will not be changed very much at this point, however im open to all crits you can give me.

    Please test the map with some friends if you can and tell me what you think. I would greatly appreciate that.

    Heres a list of things that i WILL change/add with the final version:

    Sounds (Ambients and stuff, everywhere)

    Throwable objects

    Materials (Ill replace some of the materials, aswell as make new ones)

    3D-sky (will probably remade quite alot)

    Weapons (Probably change their position aswell as add some where they are needed)

    Teamplay (Ill add specific spawnpoints for teamplay)

    Ads (Ill completely remake all the ads)

    Here's some images of Dm_cloudcity BETA:

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740008.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740009.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740010.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740012.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740013.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740014.jpg]

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a740016.jpg]

    Again, the map can be downloaded here:

    http://www.home.no/misterbister/maps/dm ... tyBETA.rar

    Feedback is appreciated.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • April 14, 2006 at 3:06 PM

    The school keeps me from uploading the Beta today, ill release it tomorrow or the day after tomorrow.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • April 12, 2006 at 2:47 PM
    Quote from JAL

    misterbister what's your fps on the map?And what are your pc specs.

    I hope the whole map isn't rendered at one time, it would certainly kill my pc

    The whole map isnt rendered at one time .

    Specs:

    3000+ (1,8ghz)

    1 gigg RAM

    Radeon X800XL

    I play with ALL the settings on MAX and in absolute worst case scenario get 30 FPS in the outdoor scene, looking in a certain direction.

    The map is quite demanding though, im pretty sure of that.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • April 12, 2006 at 1:52 PM
    Quote from MJ

    status?

    Currently doing very well, the lighting has been fixed and works good on both TFT and CRT monitors. Im doing some finishing touches at the moment.

    There will be a beta available on friday, or in the weekend.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • April 7, 2006 at 1:24 PM

    Progress:

    I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.

  • The Empire (3d work)

    • misterbister
    • April 7, 2006 at 1:18 PM

    I love this scene. Beutiful, especially with some contrast added. O really cant find anything that you should add.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • March 26, 2006 at 8:14 PM

    Progress:

    Ive been working on elevators and elevator shafts today, aswell as texturing here and there. As far as I can see, the beta should'nt be to far away. However dont expect it to be released this week or something like that...

    I dont want to make something hasty =).

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • March 20, 2006 at 6:22 PM
    Quote

    ............... im going to redowload dm again so i can' play this map...

    Oh, its always nice to have such an inpact on people .

    Quote

    Awesome. WIth the first shot, how about using that recessed red light thing you've got going in the elevator? Would liven up the trims on those lower walls a treat. Alternatively you could put the occasional cut out lit panel between those beams. Really like the style and feel of this map and it gets better every time you show us more screens. Good luck getting that beta out, can't wait to run aroundd it.

    Thanks for the suggestion, ill take it into consideration =).

    Quote

    very good progress, good work.

    Thanks.

    Quote

    Yes this map has progressed well.

    Thanks.

    Quote

    Are you gonna change that carpet texture? I think (personally) that carpet doesnt fit in with futuristic city settings. Just my opinion though. Razz

    Well, i would like to have some sort of carpet there since that areas supposed to feel a bit exclusive. But i cant do a better one myself..

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • misterbister
    • March 15, 2006 at 11:46 AM

    Sorry about the delay, but I've been busy in school.

    All ereas have now been enhanced and look quite well, but there are still lots of stweaks to do before final. However im quite close to releasing a beta-version of the map.

    The biggest changes are new textures, but there are also places that have been enhanced by more detail. I have brighten all of the screenshots to make it easier to see for those who use CRT monitors.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a660002.jpg]

    Heres a corridor that has been enhanced quite a bit, however it still looks quite dull. I will add more detail to it before the final version.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a660003.jpg]

    This room has been enhanced with new textures, aswell as the blue monitor in the ceiling.

    The chairs to the right will hopefully be replaced by models before final release.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a660006.jpg]

    Here's a pic from a scene that hasnt been enhanced with new detail, however new textures has been applied. Its quite difficult to see them from this angle thoug (stupid me).

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a660007.jpg]

    The same scene from a different angle, here you can more clearly see some new textures that I made (the orange ones for example) .

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a660010.jpg]

    Heres the warehouse from a different angle. it hasnt been enhanced much, except for the orange textures to the far left.

    [Blocked Image: http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a660011.jpg]

    Heres the elevator shaft from a different angle, the new stuff is that the connections to the shaft has been detailed and fit in properly.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 18, 2026 at 7:52 PM
  2. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 17, 2026 at 1:23 PM
  3. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  4. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  5. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  6. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  7. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  8. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  9. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  10. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™