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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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Heresp3 
Nice screenshots !! But like necros, I just ask me where did you find this cool grey brick textures ?? Did you made it by yourself ?? 
Lol 
ok, thanks I take advices and go map =)

I think u know these textures. ( I steal it on rtcw ) I know I haven't the right ... but the render is cool ...

I will be back in a little moment ... I put new beta edition when i finish it ... 
Heresp3 
Some texture observations.

Firstly, What texture scale are you using? It's difficult to be sure, but they look kind of hi-res. I would advise against using scaled down textures if poss.

You mention using RTCW textures, which are designed for a higher texture resolution than standard Quake. I would recommend resampling the textures in Photoshop (or whatever image editor you use) eg. 256x256 -> 128x128, before you do the q1 palette conversion. You can then use them in Quake with normal 1:1 scale.

RTCW textures are notoriously grey. If you have oodles of time to spare, you may also want to "brown-them-up" with a levels correction and/or brightness/contrast correction before fitting them to the q1 palette, although that is a matter of personal taste.

Also, looking at some of the wooden beam structures, it looks as though you need to rotate some of the textures 90 degrees, to "align the grain". The ceiling beams in the first screenshot for example could use this.

I won't dwell on the lighting, as much has already been said, but it needs to be completely redone. 
Forgot To Add 
I haven't actually played the beta yet, so all my comments are based solely on the screenshots. 
Another Version! 
The Curved Lights Still Seem Too Bright IMO 
Well, The Obvious... 
align the texture... 
Voodoochopsticks 
I'm becoming fond of this map. :)
Screenshots:
http://www.planetquake.com/pjw/screenshots/chopss1.jpg
http://www.planetquake.com/pjw/screenshots/chopss2.jpg
http://www.planetquake.com/pjw/screenshots/chopss3.jpg
http://www.planetquake.com/pjw/screenshots/chopss4.jpg
http://www.planetquake.com/pjw/screenshots/chopss5.jpg
http://www.planetquake.com/pjw/screenshots/chopss6.jpg

Also, I'm still a little hesitant re: item load and health load . . . it certainly seems like there's too much health in there now for a tourney map (mega + 2x50 + 25s), and I suspect that two armors + a mega might be too much (in combination with all the health) for this size map. Plus the +50 right above the mega is a little weird . . . I wouldn't mind seeing the mega a little more risky to get as well--it's easy enough to snag it and teleport right out to a tele_dest that gives a lot of movement options as it is right now.

If it were my map, I'd try the following (in other words, feel free to ignore this part if you don't want blatant opinion)
a) remove the +50 above the mega and put a few shards there instead.
b) move the tele_dest for the mega tele to a slightly more dangerous place--my first inclination would be to make a short passage sunk into the wall off the bottom outside room (where the SG ammo is) and put it there. Make this a one-way tele.
c) replace the YA near the RL with some shards (and/or a CPMA jacket armor).
d) remove the +25 near the RG. 
Ghost Recon 
Not really you guys' cup of tea, I know, but I've been doing a lot of mapping for Ghost Recon. Here's some shots from a few different maps I'm working on. I did not build the trees and shrubbery in the last shot, they're included with the game.

http://www.notthisway.com/temp/tg_map1/temple.jpg
http://www.notthisway.com/temp/tg_map1/airport_1.jpg
http://www.notthisway.com/temp/tg_map1/airport_2.jpg
http://www.notthisway.com/temp/tg_map1/map_1.jpg 
Hey 
I liked Ghost Recon.. I've never played around with the editor though. Let me know when you finish this. 
The Maps 
will go into the Tactical Gamer 3.1 Mod Update (www.tacticalgamer.com) when it's done. 
PJW-improved New Version! 
Took most of pjw's suggestions into mind and made a new version:

http://chop.ond.se/chop3tourney1/z-chop3tourney1-beta6.pk3
(too tired to arse up new screenies and shit)

I want to send a hug your way for all your excellent and wonderful tips :D

(I am aware that you can get in between two of the bars, this was a mistake, but not sure if I want to change this, very hard to go in from below this way anyway, since it is just big enough to fit a player.) 
Screenies 
http://chop.ond.se/chop3tourney1/ <- got my arse in gear and took some screenies. 
Industrial Pictures 
taken from an abandoned cement works near were I live...

http://www.planetquake.com/dazdranz/cementworks.shtml

Inspiration for mappers mainly... Very STALKER in style. 
Err 
Shouldn't that go in the Inspiration and Reference thread? 
Good Point 
just had to find the damn thread... Need a search function :D 
Voodoo... 
...your humility is an inspiration. Keep up the good work. 
Beta 7! 
Another beta is out! This is quite a bit improved IMHO, it can be found at http://chop.ond.se/chop3tourney1/ as usual.

Thank you for your comments as well distrans. 
Erm 
Inspiration for mappers mainly... Very STALKER in style.

i also have many pictures which are Stalker in style. Probably not the same kind of stalker though.

But she was so pretty. 
Rofl... 
... to the mao :D 
 
Starbuck, post in the 'inspiration' thread 
Goodbye? 
Guess my goodbye was aimed more at tf, as func msgboard has helped me alot during the making of this map, and it wouldn't be the same without this thread.

It can be found at http://chop.ond.se/chop3tourney1/ once again. Added a new route and I ALPHABLENDED the terrain outside. (New small screenshots as requested) 
That's The Way Voodoo 
Hang in there, Func_'s a good place to be 99% of the time. Generally a cool bunch of people, and IMO, some of the best mappers around, for any Game. Looking forward to the final version of your map. Looks good 
Update Again 
This thread has slacked off a bit I've noticed? Once again an update, with some touch ups and fixes, and another new route.

http://chop.ond.se/chop3tourney1/ as usual. 
Nice 
You do know about the missing sound file for the lift, and the missing textures? like those 2 pipes in the 3rd screenshot, and on the larger of the 2 pipes near the yellow armour, that run around in the wall cavity. 
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