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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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Shambler: The bridge is part of the planned layout. 
Fuck Subtlety 
GIVE ME DISCO 
http://scampie.spawnpoint.org/d3/discodancin.jpg

The blinking red and blue lights and yellow spotlights with cloud effects are what really make it. 
You're Wrong 
it's where the red and blue lights overlap to produce crimson; now that's class ^_^ 
Yet MORE Work-in-progress... 
I Like The Cut Of Your Jib, Jago. 
And I like the way you cut gibs even more >:D 
RE: Like The Cut Of Your Jib, Jago. 
Err? 
Jago 
Lighting needs work there. Too bright up top, too dark at the bottom. That architecture could be very interesting depending on how it's lit.

Also, if you knew this, please excuse the obvious. 
Jago 
Just stating that I appreciate a well-cut jib when I see one, really :)

(btw, nice screens :) 
looks good! i actually like the ground being dark... maybe a few lights on the floor here and there could be nice, but for the most part, i'd leave it like that... 
Jago... 
That's looking good, more interesting than before.

Sorry can't comment much more my retinas are burnt with D3 goodness. 
Cough Cough 
evilness, Shambler, evilness! 
Perhaps... 
...an APSP1 killer?


/me runs away quickly. 
Beta - The High Place - Pjw3tourney4 
Hi folks! This is probably my last Q3 map, before I move on completely to Doom 3 engine stuff, but I wanted to get it finished up.

It has two completely different item layouts for Tourney and FFA. FFA has Quad, RG, and an extra YA, while tourney does not. The map is so open that I figured tourney would be completely about the RG if it were included, and thus much less interesting.

This is far from your typical tourney map, and may not be very satisfactory to "purists", but I had a lot of fun on layout on this one, and the RA placement shows that. :) There are various obvious and not-so-obvious movement tricks and possibilities that can be discovered.

Props to Evil_lair for the textures, ydnar and Hipshot for the sky, Rungy for the waterfall, Death2UAll/RKone for the waterfall sound, and Finko for the ceiling light.

Still to do:
-some detailing
-some bot optimization
-improving lighting (which is a little assy atm)

Let me know what you think re: movement/layout and item placement (and please specify if you're talking about FFA or tourney play). Any feedback is welcome.

http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw3tourney4_b1.zip
(~2.3 meg)

Screenies:
http://www.planetquake.com/pjw/screenshots/pjw3tourney4ss1.jpg
http://www.planetquake.com/pjw/screenshots/pjw3tourney4ss2.jpg 
A Quick Note . . . 
pjw3dm6 ("Guns") was a tourney map in it's early stages . . . pjw3tourney4, in fact. So if you already have a "pjw3tourney4_b1" in your baseq3, delete the old one; it's senile and starting to become stinky. 
Pjw 
i must say very interesting map, not really my style but I can see how some would like it. I played it FFA with some bots, its a fun map and they play it decently.

My only complaint really is the kinda bland texturing in some of the hallways. I assume you want to keep the walls pretty much flat, but maybe some trim or something to make it look a little more interesting. Or maybe some of those hallways with the 90 degree turns, you could do this -- http://shadowdane.shackspace.com/45degree_corners.jpg ?? My brain is falling asleep and couldnt describe it so just decided to map it, LOL.

But other than that, I felt it was good.. a nice change from most of the other maps I've played. 
Bloody Hell 
I thought either you'd got the URL wrong or my monitor had decided to display some random image off www.architectsdrafts.gr....

Well. Very original obviously. Indeed. I think it looks pretty intriguing, I'd definitely give it a look if I had Q3A. Looks like it would play pretty fun as long as it's not too easy to fall down the chasm. I quite like the style. The one thing I'd do, since it's like some weirdo fucked up temple thing, is try to accentuate that a bit with a bit more "realism" in designs. For example, the ramp thing looks a bit out of place.

Nice one anyway. 
Pjw 
This map looks... uhm... interesting to say the least. From the screenshots it looks like you've been on crack while mapping this but I hope playing the map will prove me wrong... it was acid after all, wasn't it?

I don't have Q3 installed at the moment but this screenshots might make me do that. I'll see if I'm able to look at this later today... 
D3 Wip 
I already posted those on #tf and on doom3world but for those of you who haven't seen my Doom3 work in progress screenshots... here they are:

http://www.gomjabbar.de/_stuff/screenshots/sj_cpudeck_1.jpg
http://www.gomjabbar.de/_stuff/screenshots/sj_cpudeck_2.jpg
http://www.gomjabbar.de/_stuff/screenshots/sj_cpudeck_3.jpg 
Simple... 
...but effective. Has appropriate D3 feel. Good start. 
Gom Jabbar 
Well, architecture looks good, even if rather "simple".. Texture use is a too much "flat" IMHO... As well, i think that lightning effects can be really improved: it's a little bit dark I think... Anyway, for a first D3 map, it's a good start... Keep it up !! 
Thanks Guys! 
Yeah, the design is a little . . . "different". No drugs involved--more just not really giving a crap about it looking like anything in particular and just mapping for the fun of it and playing with layout.

Shadowdane--good suggestion. Yeah, more detailing needs to be done, but since there's not much vis-blocking, I'm trying to keep things lean.

I did notice while playing more last night that it's pretty quick to go RA --> MH. I'm thinking about removing the MH, from Tourney at least, and maybe altogether . . . 
Pjw 
the good: the waterfall, the rocks, the broken path is convincing
the bad: a lot of platforms feel poorly defined because of a lack of trim, holy 90degrees batman
the ugly: that damn grate texture 
Thanks Pushplay 
Yeah, the lack of trim and the 90-degreeness are both the result of making the map too damn open. :(

I'll try to dress it up a little more before it's done. 
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