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. Hipshot

Posts by Hipshot

  • Guess the map!

    • Hipshot
    • August 25, 2005 at 9:05 PM

    The speed. Seems a bit high though...

  • So who else is waiting for DoD:S

    • Hipshot
    • August 25, 2005 at 9:01 PM
    Quote from Thrik

    I wish I had your amazing ability to review a game without playing it.

    Its statistics.

    And everybody knows that, if valve release a TFSource, Fortress Forever will vanish behind it.

  • So who else is waiting for DoD:S

    • Hipshot
    • August 25, 2005 at 4:35 PM

    Fortress Forever will never be a good replacement for a real TF, its just like those other Fortress' Unreal Fortress, Quake 3 Fortress etc etc, they just don't hold the same quality when it comes down to game play and I'm sure valve will announce a TFSource some time, maybe after Aftermath.

  • Guess the map!

    • Hipshot
    • August 25, 2005 at 2:22 PM

    That I don't know, played it for only 10 seconds cause it sucked Not near the quality of the first game.

  • So who else is waiting for DoD:S

    • Hipshot
    • August 25, 2005 at 1:05 PM

    Team Fortress Source will be more important to me.

  • Sony Online Entertainment and EB games - Big Jerks

    • Hipshot
    • August 25, 2005 at 2:52 AM
    Quote from KoKo5oVaR

    hack an account !! don t care which, but someone must pay !

    There is always someone that pays in the end.

    [Blocked Image: http://downloads.kingpinforever.com/images/p-o-t-d/userpotd_6ACF0.jpg]

  • UT2 DM-Redkin

    • Hipshot
    • August 25, 2005 at 2:42 AM

    I know this thread is old, but I need to comment on it, soz for bump.

    I have always been impressed by the environments possible to make with the Unreal engine, when Unreal came back in ~98 they looked great and still Unreal sports some of the better lookin levels in the entire gaming scene when it comes to outside maps. I think it has something do with the lighting and the for most part very well made env maps.

    [Blocked Image: http://www.gamedesign.be/Hourences/work/new2/redkin1.jpg]

    I'm a sucker for industrial themes (all my work and doodles since ~2003 has followed this theme and the next map won't change a bit), and I love large industrial windows and high to the ceiling areas, therefore I like this very much too.

    [Blocked Image: http://www.gamedesign.be/Hourences/work/new2/redkin11.jpg]

    The only thing I don't like is that there is plants and foliage inside the building, in a way that it looks planted there by man, doesen't fit the building style... atleast I think so.

  • dm_grale (updated on 15-08-09)

    • Hipshot
    • August 25, 2005 at 2:27 AM

    Change the environment map. For some reasons valve made high res standard textures, but made all the skies 'low' res. They don't look good when you study them closer.

  • de_corse

    • Hipshot
    • August 25, 2005 at 2:23 AM

    First, nice work, I dig the foliage alot. The third shot has a nice lush and atmosphere.

    Second, the first and second screen isn't all that impressive I think, I just don't like the inside as much as the outside (goes with ALOT of maps, just look at new assault), and this theme is not good for CS, not at all. I think you could make a better map if this would be HLDM, HLCTF or maybe wait til DoD is released. Why I said HLDM/CTF is because the theme can be made to a very nice map, even if its played fast, the map reminds of some Unreal and Quake maps (ofc also Mohaa/Cod).

  • Guess the map!

    • Hipshot
    • August 25, 2005 at 2:09 AM

    That looks like Blood 2 - The Choosen, using Lithtech 1, the game on the monitor is Blood if I remember that hedge texture correctly.

  • Doom III engine

    • Hipshot
    • August 24, 2005 at 7:43 PM

    GTk owns D3E, espec GTk 1.4.

    @ Section_Ei8ht, yea, 1.5 does.

  • Doom III engine

    • Hipshot
    • August 24, 2005 at 10:19 AM
    Quote from KungFuSquirrel

    Models are still key for the really fine detail or just when you need more than what normal level textures will give you.

    Of course, but that goes for every game really, brushes can't be made to detailed, it just don't work out well.

    Soon one must learn to model and with a good quality, cause it will soon be impossible to make a 'better looking' map than average without your own models. I even say that to make a level with another theme (or around that theme) than the standard in HL2, you need to be able to model.

    Quote from Section_Ei8ht

    I agree. Doom3 has spoiled me from just about any other engine. I absolutely despise working with source now.

    Are you working with GTK or just plain D3E?

  • Doom III engine

    • Hipshot
    • August 24, 2005 at 2:19 AM

    Displacements are 'almost' the same, the difference is the way to edit them, sure Hammers way is GREAT for makng terrain and such, but xRadiants way is GREAT for making everything else, like arches, roads, pilars, etc etc, and I really really miss that.

  • Doom III engine

    • Hipshot
    • August 24, 2005 at 1:53 AM

    Actually, you don't need that much models in the D3E engine to make a good to very good looking level, not near the levels of Unreal 2x and later.

  • Doom3 can produce larger environments than Source?

    • Hipshot
    • August 21, 2005 at 12:48 PM

    The D3E is a more complex and modern engine in the core than source is, and will always be. The problem is that Doom 3 is a bad game in every way I can think of and I hate it like poison.

  • Cliff textures. (DL and screens (alot))

    • Hipshot
    • August 19, 2005 at 10:28 PM

    Hello, I'm having a vacation in another part of the country, so I haven't been able to answer your posts. But I can answer some now brief, since I'm on a 56K-line only.

    I can, but I will not release any textures as VMT and VMF, TGA is the best since its uncompressed and 'free' from any game bounds. Also some engines supports them directly, like Q3E, D3E and others, and I really think that people who have obtained a skill in using displacements for creating alpha modded terrain should know how to create a texture to use within Source, atleast for me, was that one of the first thing I found out.

    If anyone like to, they can convert them and redist them as Source-only textures, I don't mind, I just won't do that.

    About the normal maps, I just did them cause I do that for all my textures made of stone and with other 'uneven' surfaces. I know that I probably could have done these a bit better, but I really did have no time.

    I usually don't release textures before I have used them myself in a released map, but since my next map will take some time and it sure will not contain all of these styles I'll better just release all of 'em now. I plan to release some brick textures also...

    Use these textures however you like in whatever game you like. I would love to see some of the work.

    Cheers friends

  • Cliff textures. (DL and screens (alot))

    • Hipshot
    • August 15, 2005 at 5:28 AM

    First post

    Released a texture pack called Cliff PAK 1 2005 a couple days ago on various sites, thought I do it here to since I found the page.

    The pak contains, three different cliff textures and two variations of them each, making a total of six textrures. Two grass texures, just two different colors to fit with the cliffs. Of course did I make normal maps to go with these.

    They ship as TGAs and can be converted to any game you want, demo pics are from HL2 since its a great game for landscapes.

    Download (~20MB) http://www.zfight.com/misc/files/textur ... 1_2005.rar

    #1

    [Blocked Image: http://www.zfight.com/misc/images/te…1_2005/1_v1.jpg]

    [Blocked Image: http://img354.imageshack.us/img354/1494/01v100021qw.jpg]

    [Blocked Image: http://www.zfight.com/misc/images/te…1_2005/1_v2.jpg]

    [Blocked Image: http://img359.imageshack.us/img359/661/01v200037bc.jpg]

    #2

    [Blocked Image: http://www.zfight.com/misc/images/te…1_2005/2_v1.jpg]

    [Blocked Image: http://img359.imageshack.us/img359/3438/02v100042tj.jpg]

    [Blocked Image: http://www.zfight.com/misc/images/te…1_2005/2_v2.jpg]

    [Blocked Image: http://img359.imageshack.us/img359/8592/02v200055yb.jpg]

    #3

    [Blocked Image: http://www.zfight.com/misc/images/te…1_2005/3_v1.jpg]

    [Blocked Image: http://img359.imageshack.us/img359/7006/03v100079hf.jpg]

    [Blocked Image: http://www.zfight.com/misc/images/te…1_2005/3_v2.jpg]

    [Blocked Image: http://img359.imageshack.us/img359/1303/03v200089gr.jpg]

    I released my first CSS map a while ago also, you can check that out here

    http://zfight.com/vexii/

    Cheers!

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™