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Posted by metlslime on 2002/12/23 18:27:46 |
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. |
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#1065 posted by Zwiffle on 2004/05/25 00:39:57
It's mainset Speedbz with some Armagon in there for to add contrast to the mostly darkgreen/darkbrown camo walls in there.
Dakza
#1066 posted by Vondur on 2004/05/25 01:23:14
hey, it looks good, go complete it! :)
Dakza
#1067 posted by R.P.G. on 2004/05/25 01:28:34
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
#1068 posted by R.P.G. on 2004/05/25 01:29:21
I forgot to add that the purple lighting in shot 4 doesn't seem to fit very well, IMO.
0:02
#1069 posted by Shambler on 2004/05/25 04:26:34
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.
Thx Guys
#1070 posted by dakza on 2004/05/25 23:15:23
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
Thx Guys
#1071 posted by dakza on 2004/05/25 23:15:40
Thanks for the advice guys.
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
Zsp2
personally, i prefer the trim textures to be more of a contrast to the main texture, just an idea.
WIP Q3DM
I am using speedys EXCELLENT andromeda textures for this:
http://chop.ond.se/dethscreens/dethmetch.html
Please come with some suggestions. btw the ghosts around the map are cpma indicators for spawnpoints
Suggestions
#1074 posted by R.P.G. on 2004/05/26 19:22:33
Err. There's not much there to offer suggestions on. Have you started with the details yet? If you have, it looks like you need to seriously re-examine what you've done and add somemore.
This article is for Q1, but it's still quite applicable when it comes to adding detail for most games: http://xen.quakepit.com/tut1.htm
If you have not started detailing yet, then please pardon me. But if so, I don't understand why you posted this...
And Err
#1075 posted by R.P.G. on 2004/05/26 19:23:55
Slightly smaller images would be cool, too. 800x600 is usually big enough to get an idea what it looks like.
...
#1076 posted by necros on 2004/05/26 20:10:48
yerr... looks a little plain, esp for q3, no?
Thanks For Response
I have detailed a bit, but I am looking for help with the detailing ideas, thanks for that guide tho, will be of some help. If anyone has any ideas for little details they think would fit please tell me :D
Play Metroid Prime
#1078 posted by R.P.G. on 2004/05/27 08:40:07
There's some incredible detailing in there. It's quite inspiring.
Err, Yeah
#1079 posted by R.P.G. on 2004/05/27 08:49:19
Do you want Quake 1/2/3 style details? Play through some levels that you thought had good details and note some stuff that you liked.
Do you want detailed machinery and other sci fi paraphernalia? Check out some drawings from artists' websites for inspiration.
Do you want something more in line with modern architecture? Try some architecture websites or books.
Dang, RPG
#1080 posted by HeadThump on 2004/05/27 09:49:32
I'm going to have to get a console. You are making me envious for some of the console titles. I was very PC-centric until I spent a cloudy summer vacation at a friend's place playing Siphon Filter 2 and found the experience to be quite satisfying.
Voodoochopsticks
#1081 posted by pjw on 2004/05/27 13:59:04
I like the layout, but I'd consider adding a bottom (with maybe some lava/slime) to the pit-o'-death in the middle. This would allow people to rocket jump out if they were quick instead of making it instant death. If you do this, perhaps consider suspending a good item (RA?) over the pit.
I'd also consider adding a YA, or at least a bunch of shards, somewhere in the map. Right now, the RA is pretty much what the entire map revolves around. This isn't necessarily a bad thing, but I'd certainly get a lot of playtesting to make sure it works.
I like the grate near the PG to jump over, but you could make it a little more interesting by raising it ~16 units or so, and adding a crate or geometry on the wall on either side to allow players to make the jump--or, if you don't add anything to one side and make the jump one-way, put something quite good in the dead-end. :)
You have verts off the grid on your rock ceiling over the RG, causing the sparklies there. An arena file in the pk3 would be nice too.
More detailing is certainly necessary. My suggestion: http://fps.brainerd.net/mapmodels.htm
A Slight Update
I updated the map a bit, and took some screenshots and didn't read this post until I had uploaded everything. I will correct the map accordingly tomorrow. I want to thank everyone, you have been very nice and thrown good ideas my way.
Future plans as of now:
-Change the RA to a YA as it proved very dominant during playtesting.
-Throw in some cool map models from the FPS site.
-Further detail the boring walls with brushwork.
Anyway, update @ http://chop.ond.se/dethmetch/dethmetch.html (still huge screenshots, will make them smaller for next batch)
Once again, thank you everyone, (especially pjw and RPG)
Oops
Accidentally mistyped the url in the last post (edit function REALLY needed!)
http://chop.ond.se/dethscreens/dethmetch.html is the correct url
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#1084 posted by necros on 2004/05/27 19:04:36
it's getting there. i still think it needs more detail... more action in the brushes, whatever :P this looks like a a tech map, so some pipes wouldn't go amiss. i think you can use q3's curving brushes things? O_o
maybe make some alcoves in halls ways with some pipes running along from ceiling to floor, and maybe cut a trench along the ceiling, and fill it with pipes as well. maybe put some trim along the edge of the floors, ex:second screenshot, the left and center raised floors could use trim there.
shot3 could use those alcove with pipes i was tlaking about on the left side,
shot4 is kinda neat, but could use more electrical things behind the curving light brushes
etc...
keep it up, dude!
BTW
#1085 posted by R.P.G. on 2004/05/27 19:06:05
necros forgot to mention it, but you could put some pipes in, too.
Lol
#1086 posted by necros on 2004/05/27 19:08:40
well, pipes wasn't the only thing, but it's what comes to mind first when thinking about tech. i guess some computer panels and whatnot, with exposed circuitry and such would work fine too.
try pushing the light brushes back maybe 8 units to make the wall more 3d too... umm... yeah.
map on...
Hey RPG!
i think YOU should put some pipes in your next map. :P
or make a Q1SP map based on a metroid prime environment [is that possible?]
Voodoo....etc..
#1088 posted by JPL on 2004/05/28 02:22:44
Wow, nice screenies, really...
Seriously....
#1089 posted by cyBeAr on 2004/05/28 08:42:08
The major structures and big forms should be more important and then the details should just add some extra spice to the stew! Far to often people just add lots of details to hide the uninteresting underlying architecture.
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