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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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HTML FAIL 
Daya 
skill 2 demos for gravelpit_1.3: https://www.dropbox.com/s/buhx9ux7w4vdaor/grav13_ericw.zip?dl=0

Looking good. The final arena still needs a bit more ammo, I think.
There could be more monsters given the large spaces... Maybe spawn in reinforcements when you hack the computers? (totally cliched of course.) 
 
Don't know if this link will work but ... messing around on the long weekend. Coding...

https://drive.google.com/file/d/0B6cay6zUJZndTU15R2UzcWZuZEE/edit?usp=sharing 
Gore Is Good 
Knave is done to death i heard someone saying last time around:)

Prove him wrong! 
 
Whoever said that is an asshole, Knave rules.

Is that a Knave and Zer combo? I always wanted to do just that. 
 
The gore fountain is indeed inspired by Zer, but it's my own code... 
Sweet 
new willem map! 
Dat Font Rendering! 
Also nice level ;-) 
 
Right? I can 45 degree with the best of them... 
 
So I got my OBJ to MAP convertor thing running .. you feed it an OBJ file and it places the MAP formatted text on the clipboard, ready for pasting into Trenchbroom. This SHOULD alleviate a lot of the issues I was having with trying to get good looking rocks and other shapes.

We'll see. It still carries with it all the Quake weirdness with plane accuracy and stuff. It works OK with simple edge bevels but trying to do something even slightly complicated and the planes start sliding off just enough to get misaligned certs where shapes meet...

... actually, SleepwalkeR : Does Trenchbroom use the grid size at all when handing pasted MAP text? Maybe that's why the planes seem so wrong sometimes. Probably not but it's a long shot. I'll try setting the grid to 1 next time I have a problem and see what happens.

/ramble 
Obvious But... 
Did you snap the geometry to grid after pasting it?

edit/actions/snap verticies

It has crash problem in TB1 when snapping large amounts of geometry, like entire levels, but thats probably just a memory issue. 
 
Oh yeah, I can fix it by manually twiddling verts and such in Trenchbroom but I'd rather not. A clean paste is my goal. Heh... 
Nope 
TB parses the pasted brushes just like it would parse them from a map file. The grid has no effect on this. I suppose that either you are snapping your plane points to integer coordinates, or that the process by which you determine the plane points is not accurate, or, finally, you're seeing the inherent imprecision of the vertex generation algorithm that TB uses. 
 
Yeah ... OK, thanks for the info! It's close enough for what I need so I'll probably move on. :) 
Ye Olde Screenshot Thread 
123

Not much texture in this, mostly column01_3 with some runic addons:) What do you think? 
 
Very nice. 
Very Nice!! 
You and Sock should conspire to build an episode ;) 
Very Nice!! [Edit] 
You and Sock and negke should conspire to build an espisode ;) 
 
Gah! Really nice mfx. Love the architecture, wow... 
 
You and Sock and negke and CZG should conspire to build an espisode ;)

I don't like these whitish textures though 
How Could They Be Improved? 
Or just more variety overall?
Have the same issues, all looks alike.. 
Mfx 
Sauber :D Looking good. What I always wanted to try is make a textureset very specific to a level.

One of these days, once I got more time and am done with my other texture stuff I would totally be up to doing that with some people on here. As in you people map stuff, plop on placeholder grid textures and I check what the sizes need to be and make specific textures to fit what was made. /me shakes fist at time! 
Negke Should Make An Episode. 
By himself.

The shots look nice. The silver key cathedral in particular stands out, and looks finished.
I wouldn't say that same-ness in looks is particularly prominent to me.
Maybe the ceiling textures/ architexture could be broken up in shot 3... 
Idea Spam 
Make some gigantic floating asteroids between the structures that the player doesn't walk on as points of reference, but make all the actual buildings from the same repetitive style. 
Mfx 
i absolutely love your visual style!
can you make it more asymmetrical? 
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