Shots:
#10115 posted by
Shambler on 2013/12/15 11:51:24
#10055 posted by ijed
Hard to tell but looks pretty cool from shots. Maybe a bit boxy in places. Sizeable already which is great.
#10057 posted by mfx
Looks cool, I like the grey tower textures and vertical scale in shot 2. Shot 1 the hazard tex on the grill doesn't look good!
#10062 posted by Rick
Style is very nice as are walls, room a bit empty. Pent is okay but not that interesting.
#10064 posted by FifthElephant
Like it, this is the sort of stuff I do appreciated wandering around a map. I might not notice it when I first go into an area but all that sort of detailing helps.
#10071 posted by RingofQuaddamage
Can't see much but like the swampy atmosphere and torch lighting. Keep it going.
#10088 posted by FifthElephant
Looks very Id and decently done. I would prefer beefing out of designs (doesn't have to be too much) and gameplay compared to Id maps tho.
#10097 posted by ijed
That looks cool, although image quality / pixellation is horrible. Nice variety and designs and nice details.
#10100 posted by Hrimfaxi
Looks good, great detailing in that, especially last shot.
Lots of maps in the works, great stuff, keep it going guys. Have still been loving all the Q1 SP recently.
Bit Of A Redesign...
#10116 posted by
Breezeep_ on 2013/12/15 17:10:59
I decided to make a new starting point of my map because I felt that I kinda screwed up or ran out of ideas on the last one. I also experimented with sunlight and sunlight color on this one. Anyways, SCREENIES COMETH!
http://i.imgur.com/oSv39zs.jpg
http://i.imgur.com/tM2ffhD.jpg
http://i.imgur.com/1wXBsUb.jpg
Pink
#10122 posted by
Rick on 2013/12/15 20:57:42
Interestingly, the actual RGB value for the center of the ubiquitous light3_8 texture is 219 195 187, which is a fairly pinkish color.
When I first started putting colored light in Quake maps I tried using that value as the color for light entities associated with that texture, but I decided it was just a little too much color. I now use 255 240 240 for that texture.
Colored lighting is a tricky thing to get looking right in Quake.
#10124 posted by
digs on 2013/12/17 14:57:01
How upload files to www.quaketastic.com ? I don't have login/pass
#10126 posted by
JneeraZ on 2013/12/17 16:53:51
digs
Read the main topic.
Need a place to host your screenshots? Upload them here:
http://shub-hub.quaddicted.com (password is ilovetheshubhub) or here:
http://www.quaketastic.com/ (same password)
Willem
#10127 posted by
digs on 2013/12/17 17:06:00
http://shub-hub.quaddicted.com/ not available.
http://www.quaketastic.com/ now have new design and require login and password.
#10128 posted by
Joel B on 2013/12/17 17:12:26
If the quaketastic login hasn't changed recently, it's
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
#10130 posted by
negke on 2013/12/17 19:19:16
The password was changed when the site switched owners. Seems arbitrary and counterproductive, a way to make it even more exclusive. In my view, it would be fine if the login information was stored in an on-site faq or readme.txt in the root folder along with the general rules - so there's only one hurdle involved which is finding the site in the first place. I doubt people would spam it with junk or warez, and if so, action against it could be taken then.
It Was Kinda An Institution
#10132 posted by
RickyT33 on 2013/12/17 19:56:08
#10133 posted by
metlslime on 2013/12/17 20:36:54
* is shub hub down permanently?
* is the quaketastic password going to stay the way it is? (post #10128)?
If so I can edit the thread topic to be more accurate.
Metl
#10134 posted by
SleepwalkR on 2013/12/17 21:41:53
Yeah, password is going to stay like this.
shub-hub.com is actually up and running, but I haven't installed a script (yet). If there's demand, I will, although I don't really know why we would need to places to store files.
Due To Demand, And Because I Was Bored
#10136 posted by
skacky on 2013/12/18 19:01:26
I improved my speedmap a tad (changed how the last arena is accessed, mainly) and added some eye candy/changed some monsters here and there so they are more efficient. Anyone wanna test it to see if everything works fine before I release it? It's short.
Pictures for the people who didn't play it:
http://i.imgur.com/H3rsuMT.jpg
http://i.imgur.com/zPPUSPq.jpg
Tomorrow
#10137 posted by
sock on 2013/12/18 19:23:47
Lonely Knights
@Skacky, looks sweet :) now I want to make a metal map :D
Skacky
#10138 posted by
Spiney on 2013/12/18 20:04:48
I sometimes think to myself how i don't like the metal theme, but then i look at shots like this and change my mind :D
Multi-reply Time!
#10139 posted by
Breezeep_ on 2013/12/18 21:40:04
@skacky Looks very nice! what engine are you using in the screenshots?
@sock Beautiful! can't wait to play it tomorrow!