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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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Ha! 
That's the reason she created me.

...more in the way of a double animated static
Ha Yeah, That Was My Comment.. 
Don't take it home.
#13737 is really cool! 
Dammit 
i meant #13738. 
Looks Great! 
Wonder what the enforcers are using those objects for? :O 
 
source for teleporters? 
Coming Real Soon... 
Love The GREEN! 
Looks good. Nice industrial look to it. 
Love The Green 
Moody green ambiance is one of my favorites! 
Looks Sick. 
In both ways ;) 
 
Here are two wood textures I made. I think I probably wasted a Saturday morning because I don't like them much. Better than wizwood1_8 maybe but they don't look enough like wood to me. The closer you are, the worse they look.


http://quaketastic.com/files/screen_shots/wish_rk_wood1.jpg

(gamma corrected but forgot to rescale before uploading, sorry) 
 
Looks ok Rick. I think it may be a good idea to work at a higher res than 64x64. Try 128x128 and add some more variance here and there. 
 
Well, those are 128x256 actually. I may go ahead and use them. For some reason though, they really look bad on steps. Maybe a separate version with narrower planks would look better, 8 pixels instead of 16 pixels.

After looking through a lot of texture wads I've decided that most wood textures depend heavily on context (how they are used). If not for the seams that divide them into planks and a bit of curviness to the pixels, most could pass for metal.

There are many variations of wood in the RTCW and Kingpin wads. 
Some Ideas For Rick 
nice texture, maybe adding more variance as fifth said might make it nicer.

Maybe try making each board a different length so it's no perfectly symmetrical. Perhaps add more woodgrain to reinforce the idea that it's wood and not metal or stone.

I did a texture test similar to this a few weeks ago, this is my result. Not great, but a step in the right direction. Maybe it will give you some ideas. 
 
So. . . 
When can we download this awesome kripquake or mankuake build of yours mankrip, whatever it is you call it? ;) 
 
I've modified the stippling patterns for 8-bit alpha, so they combine better with dithered filtering: screenshot.

The previous screenshots of this scene were taken with r_fullbright 1, by the way.


Qmaster: I have no idea, there's a lot to do. Also, right now I'm only doing some work in this engine because I'm recovering from some injuries, but my current priority is to solve some real life problems. 
Wow To That Shot... 
...and good luck with the RL stuff. 
Map Jam 7 Is Done 
Just waiting for moderator approval.

http://www.quaketastic.com/files/Jam7/mapjam7.jpg 
Yummy! 
Loving those dark blue atmospheric lights. What's the theme of MJ7? 
BACK2BASE, BITCH 
 
 
Yeah, I noticed the post about the release right after asking that question... Thanks anyway, Shambler. Not too fond of base theme but that doesn't mean the maps can't be great: Crucial Error is the perfect example, and the pictures look very nice indeed. 
Newhouse Release Ready For Testing* 
Hi.

Here is direct link to current test version:
https://drive.google.com/open?id=0BwxYkKdSD855TUFHRTVTRHZRd3c

Requires quoth mod, yet better to replace the ones that are in, if that is possible (I'm not familiar with this stuff yet).

Jam7:
http://www.celephais.net/board/view_thread.php?id=61347&start=44
or Quoth:
https://www.quaddicted.com/reviews/quoth.html


I tweaked balancing, ammunition (feeding player more), and fixing trigger_counter mistake I made - now easy mode works, but it would be great to hear from others too. You can record or just tell how does it feels now. I have to say, because there is only 3 main skill levels I want to satisfy even skillful players. So I'm not quite sure am I giving too much ammunition or not, so let me know and I will try my best.

Also if the map is still too dark, just let me know. As long as the darkness doesn't make the map unplayable - I intended my map to be dark that player can't see everything and enemies can hide in darkness (sometimes). 
Another Links Comings 
Fixed one flickering light I placed in place, doors don't block lights, and light comes through on ground level if you know what I mean. So it that bothers here is same test version without that flickering light thing:
https://drive.google.com/file/d/0BwxYkKdSD855TWJ2cV9nYUdiRDA/view?usp=sharing 
NewHouse 
Just played your new version. Lighting looks great! I'm seeing so more much detail in your brush work that I missed before. There are a lot of Mega Healths out in the open on Normal difficulty I'd replace those with just regular health. Loved the new ambushes. 
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