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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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Looks Pretty Good 
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice. 
i like the base one best. but both look like they'll be nice maps when they're done.

also, it's the first time i've seen what quiver looks like. whoa. 
Ut204 CBP 2 
Here3ctf1 
I need some testers to help me :
screenies and download on :

http://www.planetquake.com/here/here3ctf1.htm 
Grunt 
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:

http://quake.phait-accompli.com/crap/grunt/g1.jpg 
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.

not bad for a first skin! 
Thanks 
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly. 
It Looks Good 
(don't give up!) 
Just Checked The General Abuse Thread 
looks like you didn't, congrats :) 
 
Thanks :) 
Unreal Engine 3 Monsters 
Nice... 
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.

I love a good monstery monster =) 
Ooh, U3 Monsters 
Those monsters look much much better in high detail shots. Don't get me wrong, they looked good in the video too, but you can see their pores in these pictures.

The 'glow' effect works really well on the overbright sections. Actually, just having those bright, near-white sections created by lighting puts them ahead of most 3d engines... I've always thought that to be one of the biggest differences between 3d game engines and reality. I imagine it's probably pretty hard to do well, but I can't see the people who made Unreal 2 putting a foot wrong, or making some sort of mistake. Cough. 
Err 
Unreal 2 was developed by Legend, not Epic.

Also noteworthy is that Legend has been closed down by Atari. 
But Conversely... 
I genuinely couldn't see the people who made Wheel Of Time (and the Unreal mission pack) putting their feet wrong or making some sort of bloody obvious mistake. Yet somehow...

Politics, I'm sure of it... 
O_O 
So, are these actual designs for Unreal 3 or are they just for the engine demo? 
I'm Learning Stuff 
I really didn't register that Unreal 3 is being developed by Epic. Surely that's something to get very excited about? A true sequel to the original Unreal. As long as there isn't any bloody politics :) 
Hi 
Im just getting into mapping.
check out my screenshots!

www.dakza.envy.nu 
ZSP2 Early Screens @ Pipeline 
Groovy Pics Zwif 
What texture sets did you use. I believe I saw some from Armagon and Metlslime's. 
 
It's mainset Speedbz with some Armagon in there for to add contrast to the mostly darkgreen/darkbrown camo walls in there. 
Dakza 
hey, it looks good, go complete it! :) 
Dakza 
It looks like you have a good start there on the architecture. The lighting in some of the shots (especially the third) seems a little flat and uninteresting, IMO. It looks like adding a little more contrast and throwing in a few alternate lighting styles or sources might help it out.

Good work, though. Is this your first Quake map? 
Oops 
I forgot to add that the purple lighting in shot 4 doesn't seem to fit very well, IMO. 
0:02 
Dazka - looking promising there for the early stages of a map. Interesting take on Egyptian textures and nice to see that style done at night. Some interesting looking architecture e.g. in the first shot. Need to work on architectural consistency and more dramatic lighting, though.

Zwiffle - looking good there, a strong style and good build quality it seems, and not too dark for a change!! Personally it's not really my style, I'm not so keen on that brown used in a smaller scale (I think it works better for big designs), but the green pipes liven it up. 
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