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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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Alignment 
In this case I'd agree that a bit more alignment might be good, and wouldn't distract from the ID1 stylization going on. Agree with mfx too about that particular wood seeming somewhat out of place in shot 2.

1st shot atmosphere is rad, can't wait to play it! 
So 
When is the QExpo anyway? 
 
The map has a lot of wood trims so that's unlikely to change much. Alignment is something I usually stick on top of as the map progresses, though I will be looking to get the next couple of maps tested before I do a second pass. The second pass usually involves refining everything and adding a few extra secrets (so the people who tested have a little extra something once it's released). 
Something 
Rubicon Screenshot Megadump. 
All looks great. HTH. x 
Yes. 
Rubicon shots look very cool, i'm excited to see this megapack when it's released.

P.S. regarding <a href="http://www.quaketastic.com/files/screen_shots/tfrag05.png
">this screenshot</a>, you should give r_oldwater 0 a try :) 
 
P.S. regarding this screenshot, you should give r_oldwater 0 a try :)

Failed at my own messageboard 
Metl 
why did you default that to on? i always looks worse. :( 
Necros: 
probably a mistake.

My philosophy when working on fitzquake was that it was a drop-in replacement for glquake -- lots of people using broken glquake, so let's give them an engine that is better, but has the same defaults for cvars and stuff so their hand-crafted configs still work.

Another example is gl_flashblend, which still defaults to 1 in fitzquake. Notably, both of these cvars default to the higher performance setting rather than the higher quality setting. This is due to targeting the same hardware specs as glquake, which at the time was reasonable.

But this is a new generation of players at this point, and most people get recommended fitzquake who just installed quake from steam or are coming from a different custom engine. And they have much better computers. So I really should change all the cvars to give the best looking experience. 
 
I should really finish that secret. All the testers are disappointed when they find it, and oh back at least once, thinking I can't possibly have left something unfinished...

Oldwater? Ok. Don't remember what that does...

I miss r_lavaalpha, r_slimealpha, r_telealpha. 
 
everyone who uses fitzquake or quakespasm should turn r_oldwater off (set it to 0). it makes the water texture warp completely smoothing (like it did in software quake). 
Misc 
nothing much here (hopefully some actual screenshots in the next few weeks, as I am finally about to have some spare time), but anyway:

q2warehouse-ish coloured lighting shot previously posted:
http://www.quaketastic.com/files/screen_shots/oldcolour.jpg
version with no coloured lighting:
http://www.quaketastic.com/files/screen_shots/nocolour.jpg
The more I think about it, the more the second one looks more "Quake." Btw it is a bitch to light those white textures especially in a level with no global minlight.

I was going for foreboding:
http://www.quaketastic.com/files/screen_shots/bw3.jpg
and a random editor shot of more fleshy life forms interfering with things:
http://www.quaketastic.com/files/screen_shots/noob%20saibot.jpg 
Nocolour 
The more I think about it, the more the second one looks less "Regurgitated disco horror."

Definitely better. 
Tronyn 
use fullbright pixels on the lights???

and yes, please go in the no-colour direction! <3 
Both Are Good In Their Own Way 
Of course wihtout colour is more Quakey, we are more accostumed to that in Quake. Provide both versions, if someone doesn't want the colour, he has it easy just by removing the .lit file

In the coloured version i like the violet coloured glass at the left. I think that more subtle colour in the rest of the lights is better for Quakey feeling. Non-coloured shot feels a bit dull, maybe it is just a feeling i have after seeing the coloured version, maybe it is because it is mostly black and white textures, maybe it needs stronger contrast in shadows or some spot that calls you to look at.

The third shot is perfect. don't change it. It feels like a shot from a recent high-technology graphics game.

Fourth is good too, maybe the texture used in the inner part of the window at the right ...

RingofQuaddamage, i can't give you a decent opinion as the last time i played Doom was 20 years ago, but those look good, maybe less of that brown texture. 
Tronyn 
no color looks way better, but i like the idea of just providing the lit file, for the colorblind under us;)

And that fleshy thing is cool, reminds me of Zerst�rer maps. 
Nocolour Shot Is Better 
but the lighting is a bit dull. 
Colored Lighting 
quake doesn't have to be black&grey only. i like colored lights, just make them less intensive. only mild color tint here and there would be enough. 
Pretty Great Stuff 
there from tronyn. :) 
 
even to us colourblind, the coloured version is a rainbow overload. no colours pls.

bw3 is a work of art though! 
However... 
I still claim that a two-color light scheme could be used to great effect. Too bad I don't have any engines with colored light to work with.

Look to James Cameron's lighting techniques and try it again. 
No Colour 
Personal preference 
Work Continues On My Mini-mod! 
 
Not a big fan of "smooth" lighting in Doom. Most of the time it doesn't look nearly as natural as lightmaps, but it eats a lot of sectors.

Just a personal thing, of course. 
 
Considered swapping the cave textures for something slightly brighter and less noisy? 
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