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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.

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Retroquad 
Not going to post this elsewhere, as it's very unfinished, but here's a fullbright screenshot from yesterday.

There are dozens of other textures that I've been creating with the same level of quality, maybe hundreds. Still some more hundreds to go.

However, I get easily demotivated when trying to actually create maps. Anyway, maybe someday this will become something... 
Then Make Shorter Ones 
it will help with motivation 
Coce Dropping Wisdom Bombs Like I Drop Post-curry Shits. 
Serious business. Listen to him. 
 
Well, the maps I'm creating are headed towards environment art rather than gameplay, since their purpose is to showcase the renderer's abilities. In the end I'll merge all of them in a single map, if there's enough memory.

Probably the main creative block I'm having is that textures are self-contained. All the ones I'm creating are photosourced, so they only require artistic sensibility, not artistic creativity, while mapping is a more open-ended task and therefore does actually require creativity.

It's easy for me to create photosourced textures, no matter how depressed I'm feeling. Mapping is a lot harder, not just to envision pleasant environments but also to make them fun. It seems to require a pleasant & playful state of mind.

My current approach is to create textures, try to figure out good matches between them, and to create structural pieces out of those matches (walls, columns, ceilings, etc).
Trying to figure out good matches between those structural pieces and creating good environmental structures out of them is exponentially harder. But it should eventually happen. 
Didn't Know You Had The Copyright To Them 
Shambler, how much for the rights? 
Redfield 
I think the secret is to light it to let the player see everything, but still trick it into looking like deep darkness. Like night scenes in the movies that are shot on broad daylight with a black background. Maybe high contrast with dark colored lights would do the trick.

This kind of "old mansion" set is one of my favorites. Loving this one. 
Hey! This Is A Screenshot Thread. 
More Sexy Quake Screenshots! Give us an erection, dammit! 
Simple And Cubi 
I'm trying to make map with Trenchbroom 2.0 instead JACK and Radiant.

https://i.imgur.com/nxkJboU.png 
Nice One DOOMer! 
I feel doom stricken already, Keep it up! 
 
Classic style. Nice lighting. 
Very Dark But Promising. 
I too like the style. 
 
Thanks for feedback, guys.

I did not work on the lighting at all, just placed the light sources through approximately equal distance between them. Even intensity of not drive the money changers.

Now I hasn't decided to make light in old school or more modern. But in General, the map will be most likely simple by design, doom-like geometry (without a large vertical gameplay). 
@DOOMer 
congrats looking like you are taking to TB2 nicely. 
@dumptruck_ds 
Thanks for your TB2-tutorials, it very helpful for me. 
 
@Chillo

You do some awesome Model work.
The only thing I'm not too fond of in that last ogre is the Silver metalic looking "Q" sign. It's a bit distracting. Your other models in your 1.6 pack are great too. 
 
lighting

I recently discovered linear attenuation + fading and some better sunlight shaders :D 
Killpixel 
Great stuff, looks faithful to the '98 era. 
Thanks ;) 
I'm relieved to finally have the lighting figured out for the most part... 
Looks Very 'unreal' 
Good work, best retro modern shooter to date? 
That's A Tall Order 
reserve your judgement until after you play it :D 
Nice Screenshot Killpixel! 
Spiffy lighting in that one. 
@killpixel 
It's really coming together! GG 
@mjb & Dumptruck 
thanks ;) 
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