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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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Oh Putain Que C'est Beau !!! 
@Mechtech: wow.... really nice and awesome arch texturing... hats-off.. 
 
haha distans I didn't even know that episode was still online anywhere, I thought I'd eradicated it from all existence!

we all start out somewhere making crap before we get decent. i guess to get pretty good it could take a good 50-100 hours, depending on the individual and how patient they are to improve.

i wonder what some of the early id levels were like, because I bet there was some early stuff in the learning phase that didn't make the cut. what did they do in the first 100 hours of level development... 
Very Much WIP 
Some the the textures are from The Florentine Library by Sock. Still doing broad strokes. I want to get to the end, whatever that's going to be and fill in the monsters, lighting and skill specific stuff. I also want to find a good subtle fog setting. Any suggestions? using Fitz 
Hazy 
fog 0.02 
 
I had more then 100 and never got decent :p 
Also 
The models are nice, but they do look a bit flimsy when compared to the big rustic architecture of Quake. Got to thicken up the details a bit to prevent it from looking 'unnaturally realistic'. I think you could do some interesting things with the ceilings not typically seen in Q1 
#10555 
Gotta agree with the comments about thin details looking wrong in quake.

Quake's combination of low-res textures and lightmaps, and lack of smooth light shading across polygon facets, all combine to make fiddly details look weird and wrong imo. Quake is best when painted in broad brushstrokes I reckon, although strangely the super-thin fence/bar stuff in czg's honey worked really well, so add the usual arse-talking disclaimer to my generalisation there. 
Thinness... 
maybe this is just me but there are times where thin, tiny details can look good. 
I Try Not To Have Anything Less Than 16 Units 
but it does happen.

Usually these are minor details anyway. 
 
thinness can look good in quake.

In that screenshot, i'm not sure i can pinpoint the problem. One issue is probably that the thin bits aren't anchored to the rest of the scene in any way. Are they touching the floor? The pillars? I can't tell. Adding a thicker vertical post at each end of the fence and having that touch the ground in a believable way might help. Or adding some sort of metal bracket where they touch the pillar could work too.

One thing that helps make things look solid in quake is shadows, and when objects get small enough, they don't cast shadows anymore. This makes it harder for them to be believably in the scene. That's why a wider or thicker brush where the thin bit meets the wall or floor can help. 
 
http://celephais.net/levels/rubicon2/images/rubicon2_02.jpg

These aren't as thin as your brushes, but the principle is the same. I added a chunkier bracket thing where the thin poles meet the wall. The bracket is fat enough to cast a shadow. 
Tiny Update 
Less Bland 
Love The Trophy Above The Mantlepiece 
Looks rad. Not too sold on the terracotta pillars though. 
Screen Shot Spammi 
Oh Boy Mech... 
looks very promising. 
Hah 
Love that fiend head above the fireplace. Looking good. 
 
mechtech: looks interesting but i'd relax the colours a bit, just make everything closer to white while keeping a little bit of the colour. 
Enough With The Screenshots 
A (hopefully final) beta of Titan1.
http://www.mediafire.com/download/2vdtbb0ci47af46/titanbeta7.7z

Requires Quoth, recommend Fitz.
Skill levels easy=more Quake hard=more Quoth
Try easy first, hard is hard.
Please email with anything. Email in profile 
Re: Shamblers Reviews Back In The Day 
I always saw it as not so much him being a prissy bitch liking one mapper over another rather than harboring bandwidth in general back when that actually cost a bit of money. I downloaded a lot of maps from his site (on dial up over 8 real world hours away) and I honestly have nothing but appreciation for him doing that on his own dime. If you wanted to see every 3rd rate map out there back in the day then that's what fileplanet was there for.

That being said fuck you Shambler for never even looking at my first offering. It made me stop mapping and start looking at maps too critically...

(actually none of that is true and it's just the pain meds saying that. I've never really put anything out there and I'm my own worse critic that even that priss Shambler couldn't put to shame.)

But I do like knowing how the game works which is what ultimately keeps bringing me back here reading what you insane fuckers have to say... So there is that I guess...

Fuck me my back hurts. Feet shouldn't be numb unless there's snow involved. 
Grim 
mapping makes the fun go round,
money makes the frags go down. 
Blitz 
I wondered why I never saw the weather lightning in Quake. So I took a pix into fimg and ended up here.

As a static model keeps on going I stated the last frame on
self.nextthink = time + 10.0
which is a blanc frame so it isn't vissible.

So now I have a weather lightning within 10 sec.
breaking my head how to add sound and light simultaneously.

File is on quaketastic/models/bliksem.zip 
Lightning 
The great thing about it is that, just like in the real world, the light and the thunder do not ever have to match up and in fact should rarely ever match up (honestly, if they ever do IRL you are probably fucked). That means that there is absolutely nothing wrong with the sound lagging by up to 10-15 seconds from the modeled bolts and light flashing. It would be harder to attenuate the sound depending on the time between flash and rumble if you randomized the (x)(distance) factor.

Didn't one of the expansions have an ambient thunder thing going on anyway? Not too hard to do really if you think about it. One more pass in Light with a _sunlight of 500 or whatever for one or two frames and a rand_sun(x) worldspawn tag. As long as you don't get over 4 dynamic lights (so 3 plus the lightning) even Vanilla Quake should be able to handle that. 
As Hard As To Do 
I must agree I totally believe what you say.
My qc attention is less than thunderstood.

When I made my static entity I knew there couldn't be sounds or light attached to it.
Already glad a sprite appeared, now I'm trunked again wanting to add sounds and lights.
The lightstreaks could be animated better.

Ambience thunder relays me a sv_startsound not looped. 
Madfox 
I'm not trying to discourage you. I'm just giving you some input. Thunder would be, in my opinion, a great addition. I'm just looking at the technical difficulties and nothing more. Preach is probably the one to talk to on this. If anyone can hack that into it it's him. 
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