User:Hipshot: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{| cellpadding=2 cellspacing=2 align=right border=0 width=256px style="font-family: century gothic, verdana, sans-serif; padding: 6px; margin: 0 0px 0em 1em; font-size: 8p | {| cellpadding=2 cellspacing=2 align=right border=0 width=256px style="font-family: century gothic, verdana, sans-serif; padding: 6px; margin: 0 0px 0em 1em; font-size: 8p;" | ||
|- | |- | ||
| align=center colspan=2|<font size="3">'''HIPSHOT'''</font> | | align=center colspan=2|<font size="3">'''HIPSHOT'''</font> | ||
|- | |- | ||
| align="center" colspan=2|http://www.zfight.com/wiki/images/calvin-hobbes-boinc.gif | | align="center" colspan=2|http://www.zfight.com/wiki/images/calvin-hobbes-boinc.gif | ||
|- align=center | |- align=center | ||
|'''Name:''' | |'''Name:''' | ||
| align=left | Jochum Skoglund | | align=left | Jochum Skoglund | ||
|- align=center | |- align=center | ||
|'''Location:''' | |'''Location:''' | ||
| align=left | Stockholm, Sweden | | align=left | Stockholm, Sweden | ||
|- align=center | |- align=center | ||
|'''Consider myself:''' | |'''Consider myself:''' | ||
| align=left | Level Designer, Texture Artist, Gamer. | | align=left | Level Designer, Texture Artist, Gamer. | ||
|- align=center | |- align=center | ||
|'''Since:''' | |'''Since:''' | ||
| align=left | mid-Quake. | | align=left | mid-Quake. | ||
|- bgcolor | |- bgcolor | ||
| align="center" colspan=2|<font size="2">Creation and development</font> | | align="center" colspan=2|<font size="2">Creation and development</font> | ||
|- align=center | |- align=center | ||
|'''Maps:''' | |'''Maps:''' | ||
| align=left | Alot, numerous Quake3 themes and demo maps, only 4 ''real'' playable maps though. | | align=left | Alot, numerous Quake3 themes and demo maps, only 4 ''real'' playable maps though. | ||
|- align=center | |- align=center | ||
|'''Engine/ Game/ Mod:''' | |'''Engine/ Game/ Mod:''' | ||
| align=left | Prefere working with Quake engine-alike games. Working with the Source Engine now and Counter-Strike - Source | | align=left | Prefere working with Quake engine-alike games. Working with the Source Engine now and Counter-Strike - Source | ||
|- align=center | |- align=center | ||
|'''Misc:''' | |'''Misc:''' | ||
| align=left | Decent at drawing, skilled with photoshop, good at making textures and environment maps for games. | | align=left | Decent at drawing, skilled with photoshop, good at making textures and environment maps for games. | ||
|- bgcolor=#cca5a5 | |- bgcolor=#cca5a5 | ||
| align="center" colspan=2|<font size="2">Other</font> | | align="center" colspan=2|<font size="2">Other</font> | ||
|- align=center | |- align=center | ||
|'''Misc:''' | |'''Misc:''' | ||
| align=left | I keep a homepage at [http://www.zfight.com zFIGHT.com] I can also be found in the mapping forums at [http://www.hl2world.com HL2World]. | | align=left | I keep a homepage at [http://www.zfight.com zFIGHT.com] I can also be found in the mapping forums at [http://www.hl2world.com HL2World]. | ||
|} | |} | ||
{| cellpadding=2 cellspacing=2 border=0 style="font-family: century gothic, verdana, sans-serif; padding: 6px; margin: | {| cellpadding=2 cellspacing=2 border=0 style="font-family: century gothic, verdana, sans-serif; padding: 6px; margin: 0em 0 0 0; font-size: 8p;" | ||
| Experienced mapper, that worked most with Quake III Arena. First relased map was a map called '''''Prayers Nest''''', which featured a goth-alike scene upon a mountain, later that map was remade into '''''Prayers Nest II - Pray Again''''' with a heavy face lift and better gameplay. Also made a pretty well-known ''(in the Q3 mapping community at least)'' map called '''''The Velvet Yard''''', which sports some fine realistic details and one insane detail level made within the Quake III Engine. That map looked so good for beeing in the Quake III Engine, and probably was pretty unique also, so it was featured in an article about game architecture in the Architecture Magazine of New York late last year (2004) together with some other fine maps. | | Experienced mapper, that worked most with Quake III Arena. First relased map was a map called '''''Prayers Nest''''', which featured a goth-alike scene upon a mountain, later that map was remade into '''''Prayers Nest II - Pray Again''''' with a heavy face lift and better gameplay. Also made a pretty well-known ''(in the Q3 mapping community at least)'' map called '''''The Velvet Yard''''', which sports some fine realistic details and one insane detail level made within the Quake III Engine. That map looked so good for beeing in the Quake III Engine, and probably was pretty unique also, so it was featured in an article about game architecture in the Architecture Magazine of New York late last year (2004) together with some other fine maps. | ||
Before this, I made some Half-Life, the Specialist and CS16 creations, where only one map was released to the public. Started mapping for the Source Engine this spring, and released a Counter-Strike - Source map called '''''Velvet East XII''''' which got pretty good reviews from the community. | Before this, I made some Half-Life, the Specialist and CS16 creations, where only one map was released to the public. Started mapping for the Source Engine this spring, and released a Counter-Strike - Source map called '''''Velvet East XII''''' which got pretty good reviews from the community. | ||
Line 43: | Line 43: | ||
''ps. Came up with the name (playing to much Zelda probably) and started with Dogg, the first spawn of the mod Master Sword for Half-Life, the mod with a completely new staff (except Dogg) and goal still lives today and can be found [http://www.msremake.com/ here.]'' | ''ps. Came up with the name (playing to much Zelda probably) and started with Dogg, the first spawn of the mod Master Sword for Half-Life, the mod with a completely new staff (except Dogg) and goal still lives today and can be found [http://www.msremake.com/ here.]'' | ||
|} | |} | ||
{| cellpadding=0 cellspacing=0 border=0 style="font-family: century gothic, verdana, sans-serif; padding: 0px; margin: | {| cellpadding=0 cellspacing=0 border=0 style="font-family: century gothic, verdana, sans-serif; padding: 0px; margin: 2em 0px 0em 3em; background-color: none; border:0px solid #8888aa;" | ||
| style="font-size: 20px;" | Complete maps. | | style="font-size: 20px;" | Complete maps. | ||
|- | |- | ||
Line 65: | Line 65: | ||
| | | | ||
* '''''Cliff PAK 1 2005''''' - Aug. 2005, Six different cliff/rock textures and two grass textures. All textures are highres (1024^2) and comes with detailed normal maps for bump mapping. Ships as TGA ready to use for any game, but must be converted to [[VTF]] with [[VTEX]] to be used within [[Source]]. | * '''''Cliff PAK 1 2005''''' - Aug. 2005, Six different cliff/rock textures and two grass textures. All textures are highres (1024^2) and comes with detailed normal maps for bump mapping. Ships as TGA ready to use for any game, but must be converted to [[VTF]] with [[VTEX]] to be used within [[Source]]. | ||
{| style="margin: 0px 0px 0em 2em | {| style="margin: 0px 0px 0em 2em;" | ||
| [http://img354.imageshack.us/img354/1494/01v100021qw.jpg http://img354.imageshack.us/img354/1494/01v100021qw.th.jpg] | | [http://img354.imageshack.us/img354/1494/01v100021qw.jpg http://img354.imageshack.us/img354/1494/01v100021qw.th.jpg] | ||
| [http://img359.imageshack.us/img359/661/01v200037bc.jpg http://img359.imageshack.us/img359/661/01v200037bc.th.jpg] | | [http://img359.imageshack.us/img359/661/01v200037bc.jpg http://img359.imageshack.us/img359/661/01v200037bc.th.jpg] |
Revision as of 00:38, 14 August 2005
HIPSHOT | |
http://www.zfight.com/wiki/images/calvin-hobbes-boinc.gif | |
Name: | Jochum Skoglund |
Location: | Stockholm, Sweden |
Consider myself: | Level Designer, Texture Artist, Gamer. |
Since: | mid-Quake. |
Creation and development | |
Maps: | Alot, numerous Quake3 themes and demo maps, only 4 real playable maps though. |
Engine/ Game/ Mod: | Prefere working with Quake engine-alike games. Working with the Source Engine now and Counter-Strike - Source |
Misc: | Decent at drawing, skilled with photoshop, good at making textures and environment maps for games. |
Other | |
Misc: | I keep a homepage at zFIGHT.com I can also be found in the mapping forums at HL2World. |
Experienced mapper, that worked most with Quake III Arena. First relased map was a map called Prayers Nest, which featured a goth-alike scene upon a mountain, later that map was remade into Prayers Nest II - Pray Again with a heavy face lift and better gameplay. Also made a pretty well-known (in the Q3 mapping community at least) map called The Velvet Yard, which sports some fine realistic details and one insane detail level made within the Quake III Engine. That map looked so good for beeing in the Quake III Engine, and probably was pretty unique also, so it was featured in an article about game architecture in the Architecture Magazine of New York late last year (2004) together with some other fine maps.
Before this, I made some Half-Life, the Specialist and CS16 creations, where only one map was released to the public. Started mapping for the Source Engine this spring, and released a Counter-Strike - Source map called Velvet East XII which got pretty good reviews from the community.
|
Complete maps. |
|
Misc maps. |
|
Texturing. |
|