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
Playing With Textures. 
I made this nice room but decided that it was too similar in theme to the previous map textures so I gave it a lick of paint.

Before -
https://31.media.tumblr.com/168de3a9c815249384548af7c8503429/tumblr_n1t5wa8GIQ1s95hkno1_1280.jpg

After -
https://31.media.tumblr.com/268c2fd8568b48bf10e793b23434450f/tumblr_n1t5wa8GIQ1s95hkno2_1280.jpg 
Yup 
Much better. The rocks at the top break it up nicely. 
 
The walls are much better in the first one. In the second one the repeated green vegetation pattern becomes very obvious 
5th 
I agree with Spiritt. 
To Each His Own 
The repeated brick pattern bugs me much more than the repeated vegetation pattern. 
5th 
It needs less chunky and more detail, its the year 2014! :P

On a serious note, the lighting looks very flat and even across the room. Try to break the symmetrical torch arrangement by the doorway under the stairs. The banding of the textures looks too neat and tidy for the vertical space, the upper dirty bricks should extend downwards more and be uneven in vertical size. 
Sock 
the episode was ment to look like id's original level design. 
@RingofQuaddamage 
Feedback is feedback, 5th can easily just ignore what I suggested if he wants. I think it is better to comment than saying nothing.

Id's original level design already exists, there is nothing wrong with adding your own flavour to things, otherwise its just a perfect copy. 
Feedback Is Fine. 
The idea is "like id did", but I think there are areas which are similar enough to the game that I may get a bit of negative feedback about (and already).
I've tried to make the lighting as varied as possible to mask the large flat walls. But it probably needs a few more tweaks. 
2nd Shot 
is superior 
5th 
Why not have the swamp bricks just along the waterline, like they've been affected by the water but the ones further up are dry. Could put some decals on the plainer parts of the wall too. Or even cage the torches off to create some cool lighting effects. The roof could have some lighting effects as well. 
 
Got back to extending the Daikatana menu...
http://i2.minus.com/irXk0cibBM5HB.png

Greebles, too much! 
Nice! 
I always loved the texturework in Daikatana 
I Like It Too! 
Neat work! 
Button Overload 
I need some brand new spanking skyboxes for my ITS mod and I downloaded the latest Terragen. Compared to the previous version I used years ago it sure has a lot of new menus and buttons to play with!

First try at a Terragen 3 Skybox, Moonlight Crater 
Excellent Color Choice! 
 
Not Used TG In Ages 
but I might have a tinker with it for fun 
Tried It. 
Don't like the new GUI... really confusing to me, reminds me of the new Kismet system for Unreal. 
Very Nice 
atmosphere reminds me of Zendar but with Quake purple sky (no wonder OTP liked it!) 
More Doom Stuff 
Looks Good 
so far. Keep it up! 
 
You have a thin stripe of brown bricks on the floor (second shot). Something tells me it wasn't intentional. 
Vaulted Ceilings And Splayed Archways 
Working on my brush techniques. Bright enough?

http://i.imgur.com/e32Bp2Z.jpg 
Shadow On The Dragon Door Looks Too Black 
but other than that, looks great. maybe some chandeliers or rafters to break up the uniformity of the central vault? 
Agree On Chandeliers 
Pillars in the middle could go a long way too. Anything to create a little bit of parallax goes a long way. 
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.