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Hipshot

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Everything posted by Hipshot

  1. The speed. Seems a bit high though...
  2. 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.
  3. 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.
  4. That I don't know, played it for only 10 seconds cause it sucked Not near the quality of the first game.
  5. Team Fortress Source will be more important to me.
  6. There is always someone that pays in the end.
  7. 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. 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. 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.
  8. 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.
  9. Hipshot

    de_corse

    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).
  10. That looks like Blood 2 - The Choosen, using Lithtech 1, the game on the monitor is Blood if I remember that hedge texture correctly.
  11. GTk owns D3E, espec GTk 1.4. @ Section_Ei8ht, yea, 1.5 does.
  12. 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. Are you working with GTK or just plain D3E?
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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 #2 #3 I released my first CSS map a while ago also, you can check that out here http://zfight.com/vexii/ Cheers!
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