News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
That's Hardly A Big Change From The First Blue Row Though 
 
 
Yeah, I already stated that :P

It is very similar to the difference between the 2 purple ones, mainly saturation change. 
 
If you use a different palette will it display properly? 
 
yes, you can modify the palette the engine uses. in fact, this was done for the YPOD doom mod so that the textures and art assets would look good.

the only thing to be wary of is to check that stock assets are not negatively impacted, but i'm sure ptoing will take care of that. 
 
I think the only textures where the sat blues are used are the dopefish stuff (who cares), one of the stained glass windows and the silver keycard texture. None of those should suffer (probably look better actually)

I will probably have to supply an adjusted colormap too, but that would not be a big deal. 
 
 
Don't make two identical blue rows just because there's precedent. The fact that there are two very similar purple rows is already stupid, especially when the complete list of purple things in Quake is three items. 
 
Haha, yeah I know. But the resulting blues would be more useful than that fullsat blues (though I guess I could do something else with the saturated end). 
 
I thought about it more, and I think the list of purple things in Quake actually is three items:

- Runes
- The sky
- Voreballs

Am I missing anything? 
 
http://imgur.com/MUf2uMO

Id1 texture arch07? Or not id1? Purple. 
 
It's used in a few textures, but never as the actual colour of an object, just as an accent/blend colour. Underused for sure. 
The Slipgate Too 
And yes, there's a version of an arch (or a window?) with purple, but it only appears in QTest.

Someone should make an otp.wad :P with purple variants of existing textures. Jam! 
Reccomended Settings For Screenshots? 
 
 
like in the game? or like the image itself? 
Did Not Have A Lot Of Time, But... 
here's some more work on the big stones tile and a tiled view.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png

There are still areas which need some work, to hide the tiling a bit (mainly the area where there are 2 broken bits right next to each other, which creates a dark bit.

Colour variations on this are also not final, just research, but it works pretty well I think. 
 
They look so rounded and smooth. Like blocks of cheese. 
 
Buncha moldy cheese! Actually, with the colours that Quake has you could make some pretty good cheese textures. 
 
Haha, blocks of cheese, indeed. And there you have a name for your texture set. 
Just Passed The 5000 Brush Mark On My Latest Map... 
Kewl! 
Cheers! 
Very Nice 
You can pop the texture box and visgroup box underneath the Categories/Objects/Faces box, just drag and drop - then BOOM - you have more room ;) 
Oh Cool.. 
just saw the name of the map. 
 
Looks pretty rad! 
Oooh Classic Idmetal 
H Y P E

can we get a nicer screenshot? :D 
Thanks 
MFX: Thanks

RickyT23: Startlingly obvious, but it never occurred to me once. It feels like my mapping window has doubled in size, which is hugely helpful. Thanks.

MFX: Discovered it while browsing the <a href=http://www.noevdia.com/news.php>NED</a> website for new releases. The name stuck in my mind (didn't hurt the I liked the <a href=http://aluktodolo.bandcamp.com/album/finsternis>album</a>

Fifth: Thanks

Daz: There is no nicer screenshot. It's mostly wide-open areas that are only partially complete. This is one of the few places cohesive enough to represent the map in a positive light. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.