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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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Laval Falls ?? 
 
Mapping For Episode Going Slow 
but I have done a bit of work today...

https://www.dropbox.com/s/999bms3rd67bo07/map2.jpg
https://www.dropbox.com/s/2fyhqwu2e0ky089/map2-1.jpg
https://www.dropbox.com/s/udu13dx47hg9yi4/map2-2.jpg

Had to rework areas a few times, creating map 1 of the episode was easier but that's probably because I now have more experience with making something good with the base texture set. 
That Looks Great! 
Something weird going on with textures in shot 2 though?
Anyways, looking forward to this! 
Nice 
Maybe consider swapping the white brick for metal in shot 2? 
Nice Indeed 
Shots have a very former Id-ish style: that is great ! 
Grumpy Ogres 
Ogres.... 
oh boy! 
 
That's quite skinny when compared to this sugar pumpkin 
Nice 
That looks pretty good. 
Looking Promising! Keep It Up Sock! 
 
 
Maybe I'd feel differently seeing it in game, but I think the chainsaw's base is too wide. It comes off as a 'fat sword' rather than a chainsaw. 
Grumpy Acid 
Yes Man,. 
Very nice. "Grumpy Acid" should be the map name too! 
Wow Mfx... 
I never though people could make custom maps for rubicon 2. well done! 
RoQ 
You can find the stuff you need right here.

Scroll down to instant satisfaction. 
I Have Rubicon 2 Already. 
 
RoQ 
Scroll down, there�s also the defs and wads for the mappers and modders... 
Yes, I Know, Who Ever You Are. 
 
Its Me. 
Who is that guy? 
Oh. Hello Mfx. 
Didn't know you were typing that. 
Little Castle Interior Early WIP 
Irregular Room Shapes 
Mappers tend to stick perpendicular to the grid on the x/y axis. It's easy... Quake textures tend to be nice and modular when working like that (also, faster vis). Base maps tend to use more angles usually, for some reason. Would be cool to see more maps where the rooms aren't boxes though, helps make things seem otherworldly, since boxes are like the constant in architecture.
Also, rotating entire rooms or buildings so the horizon is titled, can give player a feeling of disorientation/unbalances.
Takes bit more work in bsp engine since need to keep things on grid.

Just a basic assumption that isn't questioned often enough I think.
Doom does it more, because it's more 2D and have less options for variation besides just making the sectors irregular shaped. 
 
I rotated a tower around the z axis and it took most of a day to get it looking right and aligned to the grid. You can kind of see it, lower center, in this screen shot.

http://quaketastic.com/files/screen_shots/wish13_a.jpg

Pain in the ass it was, especially the arched doorway you can't see :) But at least you can align textures fairly well.

The problem with going too far off straight vertical is that the texture alignment gets pretty ugly looking and not really fixable as a surface approaches 45 degrees tilt off vertical and is angled in the xy plane at the same time. 
I Love That Aesthetic 
Really lookin forward to this Rick! 
Rick, That Looks Really Good! 
what texture wads are you using? 
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