User profile

BlisTer

member
Registered:
Thu Jun 10th 2004
Website:
http://http://www.lovedoctors.be
Last seen:
Tue Aug 17th 2010
Location:
Belgium
Logins:
1
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1304
Forum posts:
801
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Profile

im a student and make a map once in a while (incredibly, i always seem to finish the maps i start). my first 2 maps i ever made were for duke nukem 3d.. i dont even remember how long ago that was ;)

update: yay, i graduated! and am now a master in civil engineering

These words are my diaries screaming out loud

Maps

4
Designed for CTF Leagueplay.

Open, spaceous bases for smooth offense play.
2 bottlenecks for first line of defense.
One with 2 entrance routes (upper level + ramp) and 1 exit route towards fr.
One with the main ramproom as entrance and 2 exit routes (T-junction and airlift) towards fr.
4
competition entry 2005.

A base with surrealistic features. The screens give some of it away but you have to see it ingame really. Setting texture details to high is strongly recommended. Since the refract shader is used the effect is nicest with a dx9 graphics card.

Optimized for performance (atleast twice the fps of overwatch).

Connectivity.

Atmosphere.

have fun!
0
*Update Dec 8th 2006: This room is currently being tweaked for 2 mods: Brutal and Fortress Forever. news soon.

My entry for the 2006 competition.
This competition is judged on these categories:

1) Originality - Pretty self explanatory.

2) Creativity - If it cannot be original, shoot for the most impressive unoriginal concept.

3) Attention to detail - The tiny things will count most.

4) Craftsmanship - A rose by any other name is still a rose.

5) Complexity - Think outside the box

Modularity is a continuation of my usual style, this time exploring a "modularity" concept. i.e. making a fairly complex design using a handful of building blocks, with selfmade materials in this case.

more info in the readme.

*update 28/6 4am cet: updated the .bsp, there was a trim texture missing. plz redownload. same link