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  3. Hipshot

Posts by Hipshot

  • On the Verge by Petr "HurracioDurrski" Švenda

    • Hipshot
    • October 25, 2014 at 12:15 PM

    r_clear and r_lightmap are also useful commands, sometimes r_fastsky is nice too.

  • On the Verge by Petr "HurracioDurrski" Švenda

    • Hipshot
    • October 23, 2014 at 10:10 PM

    Make sure you stay around 40k tris, then it won't matter how many patches you use.


    Or well, don't use too many =) But the imit is pretty high I think, I never had any issues with using plenty of them.

  • Eternity Changes by Daniel "Nisse" Nilsson

    • Hipshot
    • October 23, 2014 at 10:06 PM

    Tell me next time you are gonna play test, if I could join =)

  • Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward

    • Hipshot
    • October 23, 2014 at 2:44 PM

    What graphical theme will you go for? You usually go with tech right?

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 23, 2014 at 2:34 PM
    Quote from Flipout

    I made one about three years ago. Here it is http://lvlworld.com/media/Achromatic

    Code

    Ah, you did that one! Nice, that's a really nice looking level. And looking at the current layout I think you will fare well. Quake-FFA is really simple to design.

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 23, 2014 at 12:07 PM

    Have you done any other quake levels before?

  • Jackal - Q3dmp29 4 player ffa - Peter "fKd" Ward

    • Hipshot
    • October 22, 2014 at 7:04 AM

    You should!

  • [Q3] Rustgrad

    • Hipshot
    • October 21, 2014 at 3:50 PM
    Quote from FMPONE

    I'm on this like stink on a pig. Looks freaking awesome dude, can't wait to run around it.


    edit:


    So this really holds up to scrutiny in-game. In fact, I think this is one of my favorite levels I've played recently. I love how there are so many raw ideas here, broken tiles, leaves climbing walls, tiny lights on gritty but elegant textures, interesting spaces, tons of vertical details. The level is almost overflowing with effort and thought. This is seriously an excellent excellent map. Great work. The only thing I'd say is missing is a tangible sense of purpose or geographical logic, but the sheer polish on the abstract level is enough to quiet those concerns.

    Thanks! I know about the geo-location, I've been thinking about that a lot actually. From the start this was supposed to be more soviet themed with machines and shit and a possible "russian" backdrop, but it never happened =( =) Anyway, now it's released, time to do something else I guess.


    Quote from Sjonsson

    oooh! Mines! I Love mines!

    P.M me when testing is due if you need another tester!

    Ah, it's done, I've tested it a few times, that's obviously enough.

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 20, 2014 at 6:31 PM

    Well, I think the biggest issue would be if you feel like changing things later on, it's much more of a hustle to edit and export models and then recompile, especially if you do small changes multiple times.


    Other issues has to do with lightmaps and large models (not your case though), bots and auto collision (can be avoided buy having passable models and just brushes underneath. Sometimes I've noted that decals from weapons won't stick to models. It takes more time to create models than regular brushes when you do something as simple as a wall etc etc

  • WIP in WIP, post your level screenshots!

    • Hipshot
    • October 20, 2014 at 10:09 AM

    Just like in Rambo 4

  • [Q3] Rustgrad

    • Hipshot
    • October 19, 2014 at 9:02 PM

    I didn't want to disturb the Q3 challenge, but I talked to Sprony and it was alright.

    I started this level last year at Grin, but then I never had time to finish it and I've been coming back to it a few times every year, but this summer I decided to just fix this shit up and release it, so here it is.

    It's a FFA and 2v2 for vanilla Q3, I haven't really played it much but it should work "alright".

    Download: http://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/11.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/3.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/4.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/5.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/6.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/7.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/8.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/9.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/1.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/10.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/13.jpg]

    [Blocked Image: http://zfight.com/misc/images/maps/m8/final/overview.jpg]

    5 years of hardship is over - it ends here.

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • October 19, 2014 at 7:40 PM

    I'm not sure what the tri-count are these days, but I try to be around 40k (but I have gone far beyond). The best way would be to look at the most advanced levels in QL and see.

  • DM-Reco by Conrad "Justin" Slawinski

    • Hipshot
    • October 19, 2014 at 4:39 PM

    If you can, don't sink model origins into brushes.

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 19, 2014 at 11:36 AM

    I've seen others do that here for Q3, I would suggest not doing that. It might come back and bite you big time later on...

  • The random model thread!

    • Hipshot
    • October 17, 2014 at 10:16 AM
    Quote from Sigma

    Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly.

    What fonts are you using here? This is not the regular UT font?

  • QuasarStack

    • Hipshot
    • October 17, 2014 at 6:43 AM

    But is it fun?

  • A guide to making Quake 3 maps

    • Hipshot
    • October 16, 2014 at 11:25 PM

    Q3 1.32:

    Open ports, start and end: 27950/27965

    Then you can just connect via IP to the one that hosts.

  • Endurance By Greg "Flipout" Ward

    • Hipshot
    • October 16, 2014 at 5:52 PM

    Looked at all submissions, I think I like this layout start the most. I love vertical so.

    Like Q1-DM4 =)

  • phantq3dm6 - Geotechnic - by Tom 'Phantazm11' Perryman

    • Hipshot
    • October 16, 2014 at 11:14 AM

    I look forward to see some graphics from you Perryman

  • Sierra is making a comeback

    • Hipshot
    • August 12, 2014 at 12:14 PM

    I don't like this new "we won't risk losing money on any of our old IPs but we still want to release and do something with our old IPs cause indie games and retro games sell so much"-shit. So Activision, who probaly has the most money in the biz is gonna kickstart a game or games, via a defenced old publisher that people liked (comon, HL, Swat etc etc), that will cost them less than a 1/10 of the marketing budget of a cod exp. Just put SoF1 on steam, bastards.


    Epic is kinda doing the same thing, but instead of asking for money, asking for participation from fans, at least that's better (like, much better), in the end, epic knows that UT isn't a franschise that attracts a gears-of-war audience, so why invest too much? Probably a smart move, Epic can't handle their own IP properly anyway so.

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