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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.
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Gonna Do A Quake Map
Any requests? I remember when I posted my Quake 3 WIPS here that people said that certain themes were done to death. I can only promise to do my best but it would nice if it's a theme people would like to see.
I'm also open to continuing unfinished stuff that people don't care about anymore. Just hit me up!
@SpronyvanJohnson
#11526 posted by Barnak on 2014/08/18 15:03:44
> I'm also open to continuing unfinished stuff that people don't care
> about anymore.
Please, check this thread :
http://www.celephais.net/board/view_thread.php?id=61065&start=19
Two very nice maps almost finished, that were scraped ! :-(
Sprony
#11527 posted by Lunaran on 2014/08/18 18:32:16
Rather you build with a theme you want to build with and that you have ideas for, regardless of what other people feel like seeing. Make us not tired of e3 metal!
Cocerello
#11528 posted by ptoing on 2014/08/18 18:56:43
Thanks for the feedback, I appreciate it. Just keep in mind that all of this is super WIP.
The main difference from Quake stuff is that they do not have as much colour variance, though there will be versions of them which will have that. But probably clean colour ones too, like they are atm, can't hurt.
As far as the size goes, there are plenty of textures in quake with stones/brick/whatever which have the same dimensions, just one a smaller 64x64 texture instead of 128x128. But yeah, there will be bricks/stoneslabs of many different sizes, don't worry about that.
The weirdrocktest is just that a weird rock test, and I am well aware of all it's fault, I have been doing pixelart tiles for almost a decade professionally, so I know about hiding the grid and all that.
Those tutorials you linked me to do not seem to be there, but I am sure I have read similar stuff before. And I could ask Kevin the next time he is in a hangout I frequent as well.
Sprony
#11529 posted by Cocerello on 2014/08/18 19:31:11
Well, if you just want a theme that no one does. How it sounds a map for DoE expansion, in Alice textures, that relies heavily in rings of invisivility, and fully geared towards DMSP or COOP?
#11530 posted by necros on 2014/08/19 04:14:03
i think there's definitely room for some more strongly coloured sets. some great maps have been made with the terracotta textures recently... Terracity and Red Slammer come to mind. They have an almost stylized strong orange theme moreso than e1m5, for example.
Necros
#11531 posted by ptoing on 2014/08/19 04:25:50
For sure. I think the Quake palette can produce some pretty funky stuff, but there are not many textures in the default set which use the more "non-earthy" colours in a broader way. Those are mainly used to add accents to other colours. Such as the purple and cyany colour.
Ptoing
#11532 posted by Cocerello on 2014/08/19 21:02:28
Ok, no problem. I'll be expecting your work eagerly. Keep it fun for you. But ... if i were to say something egoistical, i would ask you to make it as crazy as possible, with white, pitch black, orange, violet, purple, as the main colour in and as many colours versions as possible :).
Well, if it is easy as you say to make colour versions of existing textures, maybe i could try begin to learn at texturing by doing that. I always wanted, but never knew where to begin. For now i am getting info on the issue till i begin with that.
I have been doing pixelart tiles for almost a decade professionally, so I know about hiding the grid and all that.
I know that you have been working as a pixel artist, and checked the links you provided, but by basing myself on those i though you worked in videogames with art similar to Monkey Island, for example, which is a very different work to texturing, and because those tips, even if they sound basic, i have seen them not present in enough famous videogames to put that info there for just in case ... Well, i just wanted to explain the reason.
Those tutorials you linked me to do not seem to be there
Rorsarch tutorials are there, but not the video ones, those are probably lost forever. I was telling you about some text based ''tutorials'' at the very bottom of the webpage, below of where it says: ''Various help pages'' and ''MAP TEXTURES''.
I suppose you probably know what they tell, but even with that, check them if you are bored, they are short, but kind of the base of texturing in Quake's community.
@all
Thanks for the comments. I'm very impressed with the unfinished stuff by Bal. However, I wouldn't have expected otherwise from him. Having said that, it's way out of my league but I still feel I could at least mess around with it. Quake and SP level design is completely new to me so having such an amazing base to start from is pretty convenient.
In the read me he says that all the content is unreleased Nehara stuff. That's a mod I was unfamiliar with (relatively new here). Does this mean I can't use the textures he used? Does anybody know this?
#11534 posted by ptoing on 2014/08/19 21:37:36
Yeah, I will make variants, I said that already :) Atm I am doing a less bread and butter texture because I was bored of making bricks, haha. Gonna post it later.
And yeah, editing textures is a good way to start I guess.
I have done tilework for Wayforward, specifically on Aliens: Infestation for the DS, which was very limited in terms of colours and tile usage, good practise. And I have done other tile stuff before where you have to try and hide the grid. But I see where you are coming from.
Ah, found the tutorial stuff. It's under help. Will have a look a bit later.
#11535 posted by ptoing on 2014/08/19 21:44:44
Just read some of his texture stuff and I actually disagree with some of his do's and don'ts. Specifically saying to not work at scale. I think working at scale gives you more control at the pixel level, because if you scale down shit will go to mush.
Another thing is that he does not seem to like textures like the bricks I done based on scale, saying the bricks are too big. I would disagree there too, especially in a game like Quake where epic/monolithic architecture works really well.
But yeah, the stuff where I agree I already knew.
Please Ptoing
#11536 posted by mfx on 2014/08/19 21:49:29
when you�re at it, make some gigerish alien stuff too.
Black slime tech mutation..
Please, please.
Test 2 At Full Scale
At full scale those texture do look pretty nice. In this picture it looks a bit like a cake but I reckon if you stick to the same colour range it will look good, just flat purple was really nice. (no this isn't a proper map, it's the shell map I made that ended up being my jam 2 map... I use it to test texture themes)
https://www.dropbox.com/s/suhl6p3t3zhkffn/ptotex2.jpg
I Would Prefer Them To Be Dirtier
#11538 posted by SleepwalkR on 2014/08/19 23:03:18
The bricks, that is. They look a bit too clean for Quake IMO.
#11539 posted by ptoing on 2014/08/19 23:15:32
mfx: Noted :) I quite enjoy doing Gigerish stuff.
Fifth: It does look like cake, yummy layercake.
SleepwalkR: Yeah, they are quite clean, as I said before, these are a base pass before mixing in other colours, doing "moss passes" and what have you. I think I will provide these clean variants in the pack as well though, because that can't hurt. Would be neat to have a map where stuctures get more and more decayed as you go along.
And here is what I been working on today. Also still WIP. And NSFW.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/basrelief.png
And there will be several broken versions, colour variants, splattered with blood (offerings to the goddess) and so on. And probably runes on her sides below the hands and besides the head. Variants are a lot of fun to make once you got a good base to work from.
#11540 posted by Cocerello on 2014/08/19 23:32:34
I think I will provide these clean variants in the pack as well though
PLease, please, do that, as long it isn't extra work for you.
You can always put them in a different .wad or even create a discarded textures .wad to keep the general feeling of each texture set.
Fifthelephant
#11541 posted by Cocerello on 2014/08/19 23:46:44
Those so pure textures look suitable to Alice and other videogames in very weird surrealistic worlds, by looking at that screenshot.
Problem with that kind of texture combinations it that they usually require to keep the number of shadows to a minimun or give the map a minlight of 50 or more, because dim lighting makes all colours more similar between them. The good part, or bad depending of how you look at it, is that that issue is more prominent with ID textures, due to their similarities as usually they share at least the third most used colour in each texture. In fact, I tried to do a colorful map in ID textures and ended like that, so had it switched to brown-green textures, as dim lit areas is part of the gameplay of the map.
Great Stuff
#11542 posted by ijed on 2014/08/20 00:05:05
There's a load of potential with everything you're doing; please keep going :)
Alright, Getting To Know The Editor A Bit More Now.
#11543 posted by Hipshot on 2014/08/20 01:23:50
Nice One Hipshot...
Looks good, I like the texture blend of the rock and grass... would look nice at the top too!
Still Doing The Q2 Map
#11546 posted by ptoing on 2014/08/20 03:53:09
That looks pretty decent for 3 textures. :D
FifthElephant
#11547 posted by Hipshot on 2014/08/20 09:08:20
Yes it would, I'm just gonna figure out the best way of doing that on those angles, in this engine =)
Hipshot
Wow, that looks very nice. I know you've done amazing things for Quake 3 (and some other multiplayer games), but just out of curiosity, is this your first single player map?
FifthElephant
Cool, keep at it! Are you the only person in the world making a Q2SP map, or is there an active community of Q2SP mappers?
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