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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 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. 
My First Quake Map 
I Dig It. 
 
I Also Dig It 
 
I Definitely Burrow This 
 
 
I'm excavating so hard right now! 
 
Seriously though that's a potentially interesting bit of topology for moving/fighting around, and I've always liked the mossy-block Quake texture set as being one of the "most Quake-ish". Keep fiddling with the lighting. 
Decent Stuff! 
Huh 
The full version of that texture set has a lot more textures, but for some reason I don't have it in a cloud service anywhere.

I'll check on my local drives tonight for it. 
@purple 
Those textures look really nice! 
Full Green Tex Set Plx 
Nice work on your first map there Brown96, keep it up! 
Please Do, Ijed 
* Brown96, that looks good. Work on the lighting and, that angled brush at the left, looks unscaled to me, but maybe it is the perspective. That many health packs make me think that it is for a big fight, so i got wondering which kind of fight culd be pulled there.

* Faethon, Mechtech, i have some demos for you. When i get some time i'll send you them with some comments with. 
My First Quake Map 
the healthpacks are modified with QuakeC. with another spawnflag, they give only 2 hp. there is a total of 48 hp and 100 armor to be had in this room, and you will encounter a total of 2 wizards, a hellknight, and 4 knights. given that the nailgun is found in this room with 75 nails, it feels "about right" for my skill level.

http://i.imgur.com/1SMAxNL.jpg

i still haven't messed with the lighting in the previous area yet. i intend to do so over the course of the next day or so. thanks for the feedback. 
Ok 
Found the textures. I'll prepare a neatened up pack.

They were painted for RMQ and feature modified / expanded sets of the id1 textures for the most part.

Should I email them to you as well Spirit? 
Ijed 
Sure, I will upload them then. 
What Engine Is That? 
With reflective water!? 
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