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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
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Barnak <3 
thanks dude! :D

I did put alot more effort into the geometry in this map, i should do a polished map with 300 monsters because the gameplay is alot of fun. 
Block.bsp 
Heya, cross-posting this here from quaddicted. This is my first "complete" map meaning some challenge and an exit portal. It's really short, just a couple of fights and three weapons.

http://i.imgur.com/TWVNbzt.png
http://i.imgur.com/OWHXa1e.png

I realize my understanding of texturing is pretty off, still learning what they all mean out of context.

Block.bsp:
https://www.dropbox.com/s/axu3dw8way541yg/block.bsp?dl=0 
Your Understanding Of Texturing Is... 
...better than anything hexcalk will ever achieve. So that's something. Themes and designs look promising in both shots, keep at it man! 
Texturing? 
Well, I've had a mixed reception overall with my maps, but "block.bsp" looks beyond what I could achieve so far. 
Texturing And The Grid 
I'm sure that anyone who's tried to use it before will agree that the idbase texture set is an utter pain to use accurately. id themselves didn't set a superb standard at first.

However, the two step program is

1. Admit you have a problem
2. Sort it out

And you're half way there!

The bit that sticks out to me in that second shot is the big platform in the lower right, the textures are getting completely cut off around the edge. The thing that will make your life a lot simpler is having an appropriate texture in mind before you build a brush, and set your grid to multiples of the texture size. That doesn't help sort out existing problems though...

So what you need to be prepared to do is make modifications to the geometry in order to get the textures right. Try and find a more suitable floor texture. I suspect that no single texture will perfectly fit that space, in which case you may need to carve up the brush into more pieces. If you carved the inside rectangle where the texture tiles nicely into a separate brush, you could probably texture the leftover edges with a trim texture like tech04_3. 
Bilinear Texture Scaling 
Screenshot 1

Screenshot 2

Screenshot 3

Still some bugs to iron out. 
New Map 
Im taking a small break from mapping my tech castle, i want to get some distance so i have fresh eyes to see it with.

Now im working on a ID1 map.

Screenshots
http://imgur.com/a/pUjhN 
Cool~ 
 
Nait 
You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please. 
@Nait 
I love those yellow light columns and the wood and iron trim you have there. Looking good. I want to jump in there now! 
Doom3 Textures Once More 
shipshot1
shipshot2_flat
shipshot3

Quaketastic seems to to have a hickup because of some outdated certificates and shit. IDC. 
Lets Try It Again 
Mind You, These Are Heavy WIP Models 
I'm not sure how to put it in my map atm, but only as misc_model or sth. We'll see, right? 
Lookin' Good Mfx! 
 
Insane 
And I thought my space ship model was good... :P 
Yours Was Moving Around In The Map 
so yeah, yours is better..
For now. 
Wouldnt Be Terribly Difficult For Him To Do The Same 
although it was Eric who did that not me. 
Hmmm. 
i know of the waypoints (path_corners) to change direction and movement. I need to talk to eric. But my ship has interiour to move in. So...
I plan to to have the player inside of it, which restricts me to linear movemovent, as in a func_train/door.
Or i do some magic with moving skip func_walls. IDK yet. 
Awesome! 
The animation in tfuma was pretty easy to setup, just a bit of trial and error to get the right angles on the waypoints. The two func_rotate_trains (one for the solid and one for the glass parts) can share the same set of waypoints which is nice.

If the player can be inside while it's moving, I guess you could try func_movewall's (I've never tried them, not sure if they work with func_rotate_train?), or just make it a linear func_train.. 
I'll Try My Best, Check Your Mails. 
 
Woah. 
 
Hoi 
Hi Jorg 
Never expected to see you here. 
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