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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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I thought minlight was the work of satan?? 
5th 
You�re getting it wrong, global minlight is still evil.
What necros meant is faking global illumination based on various additive lights with delay 5 and pretty small values (as above stated 10-30 produces best looking results). Those lights are called minlights from now on.
When compiling with tyrlight 0.14 use -addmin switch.
And -soft1 -extra 4.
Have fun!

Next time rtfay! 
 
well no, i do mean normal minlight. but 10-30 is very dark anyway. just enough to give the blue colour and it's dark enough that you can still get nice shadows.

it's only when your global minlight starts going over 50 or something that it starts looking bad because it's just too bright and all your shadows disappear. 
 
Can you add colour to minlight? 
 
with MH's version based on Aguire's you can. Maybe tyrlite too?

sunlight: _sunlight_color
sunlight2: _sunlight_color2
minlight: _color 
 
and actually... now i come to think of it, it's not the minlight you would add color too, it's sunlight2 because you only want the colored shadows outdoors which is what sunlight2 is for.

sorry about the earlier post! 
5th 
forget the shit i wrote, obviously i am getting it wrong:)
My anti-knowledge is self-embarrassing as fuck..
Necros is right, thanks for explaining, now my map needs some retouch i think.. 
Promise Keepers 
I abuse global minlight. My lighting abilities are abysmal so I use lots of monsters to cover that up. With your help I will light my next level properly.

In solidarity, and with Jesus' love. 
Good Lighting 
often means you have to make the lighting unrealistic or impractical for it to look nice. I will often obscure lights in a stupid way to cast shadows, in a real-world situation you'd be a maniac to do this but for a game it creates interesting shapes and can often disguise more simplistic geometry (id often did this for this very purpose).

Lighting large areas means putting a wide-area light (or multiple) inside the skybox, this is almost the same as having minlight as you get large coverage but you also get the advantage of dark shadows for contrast.

I find lighting the easiest part of mapping, the hard part for me is making interesting combat situations (especially when it comes to end of map combat as a big finale) 
Load Zendar In Fitzquake 
and run around it with "r_lightmap 1"

It might be that we're used to Quake having all white light, it might be that the palette doesn't work with a broad range of strong tints, or some of both, but there are really almost no cases in Quake that I can think of where even remotely saturated colored light (more than 10-20%) actually looks good. Maybe lava.

However, as with any lighting, subtle colors well-chosen can look terrific. This is true in any game, but especially Quake. 
Infinite Lights 
i've been having good luck with infinite lights: the shadow cast by the beam in the first shot, and the starlight in the second shot is from one point light on each side of the skybox (it's currently a map inside of a giant cube of sky..)

http://quaketastic.com/files/screen_shots/ericw_station_1.jpg
http://quaketastic.com/files/screen_shots/ericw_station_2.jpg

The red light from the slipgate in the first shot is probably oversaturated.
For the second shot, I need to do something with that wide swath of flooring, for both gameplay and visuals. 
Crate Labyrinth? 
 
That Second Shot... 
I like how you added transparency there. 
2nd Shot 
The brushwork and lighting is good, good work!, but ... the textures are a bit too different in there, the ones on the right look plain compared to the ones on the left that look colorful in comparison. It is like looking at two different maps.

And are you using blue fog? it goes well with the brushes at the bottom, but doesn't look so well for the sky. Maybe it is that i never got the fog right in Quake 1 ...

- First shot looks very promising.l Maybe some detail in the wall around the door, make one of the panels go 8 units out of it.

Where is the transparency? I can't find it, RoQ. I got interested.

- About Tronyn colorful screenshot, i agree with Quaketree there, could look good on an otherwordly theme or for a for the fun map. But above everythihg, keep trying, maybe you'll get something unexpectedly good.

I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good. 
 
thanks for the feedback. The textures in the second shot do clash, it's sort of two bases in one map (an idbase-textured base, and a rusty ogro and speedbase textured base). I'll try to do something to fix the part on the right where the rusty wall panels are touching the idbase chunk.

There is a faint blue fog, yeah. "0.015 0.01 0.02 0.04" maybe it's too blue?

The bars of the ogre cage are a doom sprite displayed with a (quoth) mapobject_custom. I love sprites! Only problem is they render as fullbright, so you have to have a bright light on them to hide the fact. you can see the grill sprites by the slipgate in the first shot stick out because the brushwork isn't lit enough.

ijed, yeah a crate maze could be good, I'll try it out. 
 
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.

Thank god we still have Madfox 8-) 
Madfox's Brushwork ... 
... isn't experimental, his layout is. His brushwork, more than classic, should be classsified as idish in style.

Recent examples of experimental maps, i would say, Nyarlahotep, ITS, Ascending as descending, sm170, sm172, etc. 
 
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg

I haven't goten any good lighting into these after hours of tries. I want it so the monsters are lighted when they go near the torches but are mostly in the dark the rest of the time, but i don't want to lower the torches even more. I suppose the answer is doubling the number of lights, but ...
http://www.quaketastic.com/files/screen_shots/q73v03_400_3.jpg
http://www.quaketastic.com/files/screen_shots/qep73v03c_400_2.1.jpg

Any ideas for this ceiling? Nothing i tried convinced me. The lighting will change in the future.
http://www.quaketastic.com/files/screen_shots/qep73b03.jpg 
 
if you can't figure out what to put on a ceiling, just cloak it in darkness! :D

for the first shot, there isn't much you can do to make better lighting there because the brushwork doesn't really allow for anything. if you had rougher stones and things jutting out that could cast shadows, that would certainly help.

for the second and third shots, try putting the light down by the base of the pillars instead of high up and put them in the little corner where there's the inset arch so it casts shadows. 
Chugging Along... 
 
looks like it's coming along quite well. one thing i really like about doom mapping is just how fast moving the whole process is.
just be careful with doing the lighting effects because if you need to change the area later, it can be really annoying having to deal with all those sectors. 
 
looks good.
I really should try doom mapping some time 
 
it's fun and easy to get into!
doom builder: http://www.doombuilder.com/
slade (in beta): http://slade.mancubus.net/ 
 
Love Doom, don't really play too many custom maps though. 
Personaly, 
I recomend GZDoom Builder. 
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