User:Hipshot: Difference between revisions

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{| 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;"
|- bgcolor=#953f3f style="color: white"
|-  
| 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 bgcolor=#e8d9d9
|- align=center
|'''Name:'''
|'''Name:'''
| align=left | Jochum Skoglund
| align=left | Jochum Skoglund
|- align=center bgcolor=#e8d9d9
|- align=center
|'''Location:'''
|'''Location:'''
| align=left | Stockholm, Sweden
| align=left | Stockholm, Sweden
|- align=center bgcolor=#e8d9d9
|- align=center
|'''Consider myself:'''
|'''Consider myself:'''
| align=left | Level Designer, Texture Artist, Gamer.  
| align=left | Level Designer, Texture Artist, Gamer.  
|- align=center bgcolor=#e8d9d9
|- align=center
|'''Since:'''
|'''Since:'''
| align=left | mid-Quake.
| align=left | mid-Quake.
|- bgcolor=#cca5a5
|- 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 bgcolor=#e8d9d9
|- 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 bgcolor=#e8d9d9
|- 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 bgcolor=#e8d9d9
|- 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 bgcolor=#e8d9d9
|- 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].
|}
|}
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{| 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.
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''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.]''
|}
|}
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| style="font-size: 20px;" | Complete maps.
| style="font-size: 20px;" | Complete maps.
|-
|-
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* '''''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; background-color: black;"
{| 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.

I also do alot of my own textures (and skies), mostly from photographs that I've taken around here in Stockholm.

As for now, I'm spawning on another CSS map, meanwile I'm working with a canadian developer to make a game that we hope to get retail someday. Recently I also started a dev.blog about mapping and other gaming related stuff I feel that I need to write down...

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 here.

Complete maps.
  • Prayers Nest - Quake III Arena, 2002, Roman styled DM map. (The very original was actually made early 2001)
Review @ Q3LVL
  • Prayers Nest II - Pray Again - Quake III Arena, 2003, Roman styled DM map, a total remake and heavily updated Prayers Nest.
Download 10MB
Download 14MB - Selected as inHalflife.de's first MOTM - Screenshots

Misc maps.
  • The Velvet Yard - Quake III Arena, 2004, Extremly detailed engine breaker.
Download 30MB - Featured in Architecture, Aug 2004 - Extremly high quality screenshot

Texturing.
  • 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.
http://img354.imageshack.us/img354/1494/01v100021qw.th.jpg http://img359.imageshack.us/img359/661/01v200037bc.th.jpg http://img359.imageshack.us/img359/3438/02v100042tj.th.jpg
http://img359.imageshack.us/img359/8592/02v200055yb.th.jpg http://img359.imageshack.us/img359/7006/03v100079hf.th.jpg http://img359.imageshack.us/img359/1303/03v200089gr.th.jpg
Download 20MB