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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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OGkspAz TDM Map 
oGkspAz, I've bumped around in your map briefly online, and I think you could add some geometry to block up some of your atriums slightly. I know you had 5v5 in mind, but my impression was that the rooms are too open, and the connecting corridors are really claustrophobic. Sorry if this comes too late :p

To everyone else, does anyone discuss or play quakeworld here? :) 
 
Take a look at the General Discussion thread, the last 25 posts. 
Things 
Babel Tower 
I love this kind of design, you can't go wrong with it. Looking forward to play.

On a side note, I'm still amazed by how people here love texture mode GL_NEAREST_??, the "pixelized crap", like someone named it. You are conservative folks. 
Pixelized Goodness 
Won't play any Q1/Q2-engined game in any other mode. Hell no. 
 
I think I was the one that said "pixelized crap".

The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering?

I know a lot of people disagree, and that's fine. It's a personal choice, kind of like whether you want to run Windows 10 and be spied on by Microsoft or not. 
Erm 
pixelized crap

they are pixel art textures. They are designed to look like that and they look like runny poo when you use blurry filtering. 
 
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering? "

Because that's what the art was authored for. Blurring it removes the charm and character from the textures. 
Rick 
When I played Quake I played it software mode. I played the game with a 3dfx card but even when I had one I still preferred the blocky textures. Also GL mode had rubbish lighting because it lacked overbright. 
 
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics

Actually, GLQuake was rife with all sorts of graphical glitches and compromises that made the game look a bit rubbish compared to the original software version. Please don't point to GLQuake when making an example of what Quake was designed to look like :) 
#12613 
You are a wise man. 
#12613 
You are a wise man. 
 
Why use that capability to emulate the appearance of archaic software rendering?

People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals. 
 
People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals.

This is not really any different to the "more polys = betterer" "argument".

Open up any Sock map. Note how awesome the texturing is, and how the low-fi textures compliment the low-fi architecture and the low-fi monsters. Once you start randomly adding hi-res to certain aspects of the game and not others, the cohesion just breaks down. 
 
Yeah, I mean obviously you can set up Quake to look however you want, but just in service of explaining why I myself like to disable texture filtering I'd say the same things as Warren/Kinn. The game's visuals were designed a certain way, and while that doesn't mean it's immune to improvement, it does mean that changing certain things may "break" its look by making it less harmonious.

On a similar note that's why some things about the look of Unreal/UT rubbed me the wrong way. I like those games _a lot_ and am only teasing if/when I get involved in the "Quake vs. Unreal" wars, but I always thought they tried to do too much with texture detail for the level of geometry detail that they had available. It's probably at least partially just because I imprinted on Quake first, but I always thought it had a very nice match between its chunky geometry and pixelly/impressionistic textures.

Unrelated P.S.: negke is playing some cool Than maps right now on twitch.tv/negke 
More Resolution = More Freedom 
Just for the record, I've seen amazing things people here do using 1996 textures. Scampie just posted some. 
 
more resolution is not more freedom.

I have fun making content for this game rather than doom3 or unreal4 because I can spend as long on an entire quake level as one model in those engines. 
 
Sock's mod has a nice alias prebinded: 'pixels'. It lets you switch between crisp textures or blurred textures simply without having to remember the obscure GL_WHATEVER_MODE_SETTING command, so you can all set it to whichever you prefer. 
 
More resolution is more work, nothing more. 
Go Bind 
alias filter1 "echo Point Sampling -OFF-; bf; gl_texturemode 6; r_particles 1; bind F1 filter2"
alias filter2 "echo Point Sampling -ON-; bf; gl_texturemode 3; r_particles 2; bind F1 filter1"
bind "F1" "filter1" 
Lol 
the 'bf' is a nice touch

"shazam! pixels!" 
 
let's make it a powerup you pick up in game. 30 seconds of pixel-vision, and you can jump twice as high. 
 
Hi-res Minecraft powerup! 
My New Dm Map Im Working On 
http://imgur.com/a/qoq41

not a whole lot to look at without textures / detailing. just working on the layout. might inspire someone with the basic architecture though 
Inspiring 
Looks like it will be a really nice DM map. Love arenas.

What QuakeWorld client is this? 
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