News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
For Fuck's Sake, Than!!!!!!!!! 
 
Wakey 
Optimization tip: if you make the vertical poles of the fence/gate an individual func_wall, it'll probably save you quite a few polys. Check out the difference by using r_showtris. The idea is to seperate brushes (either world and func, or func and func) so they don't 'touch' and cause qbsp to split the faces. 
I'll Give It A Try 
 
Than 
Just to be clear: I love those textures.
good luck with the maps. I've been looking forward to all of them - every once in a while I'll go back to your page and look at the WIP shots, and get all bonery.
So yeah. super excited.

Oh - is Satan's Caramel Surprise still a possibility? 
Drew 
You mean this ancient page? http://www.quaddicted.com/webarchive/than.quaddicted.com/index.html

I've actually got a real urge to map a lot lately, so I went back through those maps and took a look to see if they are worth finishing.
*APSP3 has a lot of flaws, but I really want to finish and release it, so I will at some point this year (hopefully in the next couple of months).
*DM1RMX is simple, but I want to make a full dm->sp episode eventually, so it's worth finishing.
*APSP4 (Satan's Caramel Surprise) is probably only about 1/6th done, but it has some interesting ideas, so I want to see if I can finish it. I suspect it's been done by someone else (Negke?) by now, but the gimmick is that you get route and weapon choices and can take entire areas in reverse depending on your choice of weapon. The spawning is supposed to be adjusted based on your choice. Could be a fun map to make.

Whether I'll get around to doing the other DM conversions or not, I don't know, but I hope so, because making them is a lot of fun. I also wanted to do a Rubicon 2 map (I LOVE BASE!). I wish I had infinite time.

Hope you are still mapping! Will we ever see a full map from you? 
Web-goodness 
Wow, Than you have a webpage! Must bookmark that, hopefully you will update it at some point. With your citadel thing, try deleting all the rocks and adding a white/create sky texture and fog. It might be a cool direction to try. 
Wow 
I remember that...
APSP3 - Bound by Oath (Quake SP)
Those 2 screenshots look stunning, please try to finish that map. 
 
Wish that RTCW map was for singleplayer. :( 
 
If there's a Qexpo this year it's gonna be a corker. :O 
Yeah 
that website.

and no.
not ever.


I'm super excited about the idea of APSP4. Not only because of the gameplay idea, but because I don't think I've ever played a metal themed map by you, and I'm sure you'd handle the style interestingly.
Anyways, whatever you do - looking forward to it. 
Space Invaders N Junk 
http://i.imgur.com/Ht1QY.jpg

taking a little break from my q1sp to make a q3 20 brush map. this is day1. unlit. 4 patches, 5 brushes at the moment. 
Oh Yeah 
the space invaders are jumppads

and animate 
Looks Cool! 
how did you make the earth?

Already making a new Q1SP? yay! 
Than 
It's a curve cylinder with the verts pulled into a sphere. Then I cloned the sphere and enlarged it *1.05, since I don't care if it's on the grid, and put a cloud shader on it. 
Yes 
The pipe tut was a good easter egg, scamp.

The making of the pipe wasn't that bad, untill I started texturing, and as all sides had two texture counters I'm seeing metal4 for ever.

http://members.home.nl/gimli/pipv.jpg
http://members.home.nl/gimli/pipy.jpg
http://members.home.nl/gimli/pipx.jpg

I lost my patience in texturing them as Quark has such a bad ass 3D viewer.
I succeeded to make the pipe as small as possible without sliding.
Well almost as the inner space is 64 units. 
MadFox 
You should try this:

1/ select a face of the pipe
2/ tag this face
3/ select an adjacent face to the tagged one
4/ apply around pillar feature

Then you'll get perfectly aligned textures around the pipes, and even in between pipes junctions if you repeat the the procedure.
I made some experiments some time ago on pipe texturing, and it gave interesting results

Experiment ! 
 
madfox the problem isn't on quark

sorry

I saw lots of maps made in quark and they look just fine with all textures alight

try to make your work perfect from start to end, don't try to fix then all at the end... this is to much painfull for you and anyone that work this way. 
Than. 
You rock, please keep trying to finish stuff, I and plenty of others will definitely enjoy anything you make :)

Madfox, looks promising, I like the mad pipework, please fix the textures and get the map done :) 
Trinca? 
 
Wb 
 
Trisouporting 
@JPL - I made the pipe with GtkRadiant and the texture was straight aligned, but when I imported into Quark I had to make the parts of the bending line with each side apart.
And as the sides are not trunked (\_/ in stead of \/) I got mixed up with double texture.
Is your advice for Quark or Radiant?

@drWho - right, I never had problems with quark, only when I have to texture and the texeditor as wel as the 3D screen get meshed out white with every movement.

@shambler - thanks for your support. 
Agree With Everybody Else 
Just chiming in to say that calling Anon!Trinca "drWho" gives me some hilarious mental images. 
Thakx Jpl 
That saves me a bag of green unions I was stuck on the last days! 
Centipedes Do Not Belong In Space 
MadFox 
It was for quArK obviously, but it looks you understood it at the end ;) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.