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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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Not sure if irony, but 
 
I wasn't, I think it would be neat to see more people making ITS maps. 
A Map I Was Making Back In 2006 That Never Gonna Be Finished 
 
Sure it will :)

Give it a push! 
 
Push it into MFX's email pls 
Pulsar 
that looks good, why will it not be finished? 
Agree 
was looking on phone before.
On laptop, those look really nice - very solid theme going on, it looks like. If you don't want to finish, you should seriously consider posting the scraps! 
I'm Making Another Map For Plutinya 
Cool Style 
 
Yeah Man 
looks classy and interesting.
I love how flexible Doom is in that regard. 
 
That's cool. One of the rare shots that makes a Doom level look like an actual place rather than an abstraction. 
Nitin 
I was making this map for a while a long time ago (textures are mix of speedbase, quake2 and some other wads), then moved to another city without pc, then finished arcanum map, then was busy with real life, then found these screenshots in my id1 folder in 2014. I lost the idea of it. Tho need to check if the map file is somethere at my current pc. 
Yo 
A rare day with no work and university work I can procrastinate has led to me opening up an editor for the first time in a decent while.

http://www.mapsbytron.com/images/random-temp-stuff/lobby.jpg

Obviously incomplete, just working out a style. 
Is That Darkplaces? 
Looks pretty rad.... 
Nope 
Doom 3. 
Tron 
I like it, the ceilings with the inset bits are cool, but the overall shape of that area is quite square. I think it would benefit from either changing the floor height in some parts just up and down a bit or making that left wall bow outwards a bit and to get some angles in there.

Nice vegetation models, btw, are they yours? 
 
the overall shape of that area is quite square.

doom3's rectilinear light volumes perversely encourage you, for performance reasons, to build areas of the same shape.

that's about as good as rooms in doom3 get! 
 
Yeah... I dabbled in D3 for a bit and really disliked that about the lighting. :(

Still, I doubt many people would have trouble running a map with 3 or even 4+ lights on the majority of the surfaces if they are small like the above screenshot these days. 
 
This is just really a little passageway between areas, if it gets expanded out more then there will be more interesting shapes for sure.

Vegetation models are downloaded from some stock models site, can't remember the name right now. I've been playing with different material techniques to try and get some plants in Doom 3 that don't look like total arse. Having nice assets to start off with certainly helps.

With regards to light counts, Doom 3 is ten years old. I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts. 
 
I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.

I think that's a safe assumption to make. I'd like to see some doom3 maps that are in the same vein as modern q1sp where you just make whatever as long as it runs good on a modern machine. 
Doom 3 Makes Me Cry Sometimes 
I'd been paying so much attention to getting some nice faked bounce lighting going on that I completely forgot to check what any entities looked like in the area. Stuck an imp in and it was half in darkness with ugly solid black shadow that didn't fit in at all with the lighting of the area. Pulled out a couple of the lights and replaced them with a larger one which doesn't look as good but at least things fit into the environment better.

I should have remembered to check that earlier, been caught out by it in the past. That's what I get for not doing any serious mapping for a few years.

Fucking unified lighting. >.>

So not much progress to show, apart from that I've just been experimenting with various lighting tricks like god rays, thanks to help from Zombie.

http://www.mapsbytron.com/images/random-temp-stuff/lobby2.jpg
http://www.mapsbytron.com/images/random-temp-stuff/lobby3.jpg 
 
isn't there a way to use shaders to apply lighting only to some shaders and not others? you could make a new shader for the monsters and have lights that only work on them and not the world. lots of extra work though. :( 
You Can Do Exactly That 
Was discussing that idea with Zombie earlier tonight, it's a crazy amount of work though since the tools aren't set up to do it easily. 
Doom3 Lighting 
is really painful sometimes. tho it's very powerful, it's hard to make everything look good 
 
If you have the time, painting special light shaders can help a lot.
If you are making world geometry in a 3d editing suite, there's the option of baking on lightmaps as well.

But yeah, it's mainly inflexible unless you are willing to dump tons of time into it.

However, these days I think you could get away with making oversized light volumes with the exponential light shader and lighting areas like you would a quake map... 
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