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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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In-editor Short Of A Work-in-progress: 
http://img32.exs.cx/img32/2899/jqsp1-2.jpg

This is the same ikbase map I posted am in-game screenshot of about 25 or so posts ago in this thread. 
What Version Of... 
Radiant is that, that you were able to load the .wad?? 
RE: What Version Of... 
GTKRadiant 1.5 has had WAD support for a long time now. 
Commnets On My Map 
Hi. Thanks your comments Grieve, Scampie and Necros!

Need som more ornaments and detail? Ehh. I can do that maximum with the textures, because the r_speeds already touches 1500..., so I can't really put in more detail.

The scale is not so huge, just the shots shows that, because I used fov 100 to make a better view of the areas.

There ARE curves, though You don't see them on the shots (and remember, it's quake2 and not so much curves are enabled in this engine...), but there aren't really trims and texture blends, I see.
And don't be so clever with those lights! They are texture emitting lights, so don't tell me craps like "emitted 16 units above the actual source", because the engine makes them look lke, but they have a little trick, that's why they look a little weird. So I can't lower them (lower what? Attenuation? Craps. They are naked texture lights!). Maybe they aren't realistic, but they are interested!

Anyway thanks. That's the maximum I can do. I'm not a professional mapper, so this will be the map You will download and play free, or You will skip it! Maybe the next one will be more good...

bye Quake fans 
Ummm... 
That's the maximum I can do.

Maybe the next one will be more good...

Well, if the next one might be more good, then obviously this might NOT be the maximum you can do... 
A Couple More 
In #tf, Blitz requested a couple more shots of the fortress exterior; I figured I might as well post them here as well:
http://photopile.com/photos/sloochyslooch/quakemaps/139539.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/139538.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/139537.jpg

Note that the water and the road texture has been changed from the previous pimp shots. 
Kinn / Blitz 
Wow... Nice screenies really... I like the architecture, and the textures use, even if it's a little bit too much "red"... This sensation is reinforced by the red-falling sun-sky in the backward... and I feel a "bloody" after looking at the screen... Anyway, I hope my rookie comments are not discouraging you... It's a nice work however... Keep it up !! 
Shots 2 And 3 
are fantastic! 
Omg Kinn 
you rock! 
Teh Pwnage!! 
Personally I think #1 is the best as it shows how really impressive it will be when you;re actually approaching it, plus how well the lighting works with that skybox (might even have to try custom engine shizznaz for this one).

P.S. Vondur get back to the dark forests :P 
Thanks Guys 
Shambler - that's very true - #1 (view from the road surface) is representative of an actual in-game view, whilst I flymoded to take the others.

A couple of people have mentioned that coloured sky lighting may further compliment the scene (although the brownish textures give the illusion of coloured lighting to a certain extent anyway), although I don't want to stray from using aguirRe's light tool (which currently doesn't support colour). 
i don't think coloured lighting is needed. as you mentioned, the textures already lend to a orangeish appearance. making the sunlight yellow or orange (i'm guess that's what you'd do...) will probably make the textures look over saturated or something.
but either way, good work :)

i like the new texture used on the path's floor. tiles nicely and looks good.

am i looking at external tga textures? the green in the 2nd and 3rd shots is really vibrant and seems to be colours missing from quake's palette. 
Necros 
no externals - just a standard q1 palette. I did a gamma correction to the screenshots before exporting to jpg, so that may be the reason. 
More Work-in-progress... 
Lookin' Good 
If you are going for the low lit IkBase look that Than perfected, Jago, I'll be very pleased to play it. 
Oh, Kinn, 
I am soooo jealous looking at those pics . . . 
Jago: 
Interesting. I haven't before considered combining SpeedBz and IKBase. Your results look good enough, though. It might not look good in large quantities, but I'm sure your judgement would distinguish between good and bad. 
What RPG Said 
[nt] 
Nnnnggh... 
...Kinn rocks my world.

Jago: considering all the rust and drippage off those walls, do you think a murkier water tex might be more appropriate? BTW, I'm really looking forward to jqsp1 (?), your interpretation of 'base' looks very impressive. 
Doom3 Dm6 Remake 
Nitin 
Yes, I agree with you, these screenshots are really cool.. Just a question, when you say Doom3 Dm6 Remake, you told about dm6 from which game ?? 
Jplambert 
quake1. 
Nitin 
Quake 1 ?? Really ??? I will take a look this evening, cause I don't recognize the map... It seems that the architecture layout has been modified a lot, by adding extra pipes, lights, ... and many others things so ... Anyway, thanks 
Yay! 
doom3 mapping crisis is over! 
Looks Good... 
...looks nothing like DM6. 
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