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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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Ugh, I hate Edie! I mean he's a challenging enemy and that's a good thing for base maps, but I think he belongs more in Q2 and doesn't quite fit in Q1. Still, I'm looking forward to playing this.

My playing style is more slow-paced and methodical. I often take 2 to 3x longer than the average YT playthrough to complete a level. 
That Is Great Texturing And Lighting 
very nice mood. 
The Best Rock Texture Ever Created 
The map looks great, very moody! 
 
Pritchard, it's looking great indeed. Lots of variation, curious to see how environments blend together.

As of me, this thing is developing:

http://www.quaketastic.com/files/Jam7/jam7_wannabe_02.jpg 
 
Those looks great, eager to play them when they're finished! I must be the lowest person compared to you guys*

If someone is interested I have been extending "IceCore" a little bit (mostly just thinking). Here is work in progress images (pretty hard to take pics because I haven't finished ceilings and so on):

https://drive.google.com/file/d/0BwxYkKdSD855TVJDMWlSSGo4VlE/view

The actual 'IceCore' I haven't started yet.. but it should be near the tower (bottom left). It is going to be basically much bigger cylinder shaped room.. etc. 
Looking Good 
Adib, love all of the detail work in that hallway section.

NewHouse, you are bringing that cold vibe very well! 
 
I was testing something.. it is a bit dark but that is part of atmosphere also in the end:

https://drive.google.com/file/d/0BwxYkKdSD855aWRBa1piYTdWS2M/view?usp=sharing 
 
Just wondering.. is there yellow liquid texture already in some wad? 
NewHouse 
Cool looking hellish screenshot there!

I can't think of a yellow liquid but you can make one yourself. Use TexMex, export a liquid you want to be yellow. Then open in a Photoshop program and change the color level or what have you. 
 
You wanna build a river of piss? xD No idea if such a texture exists but you can always take a previous texture and recolor it to your needs. The standard id tex for water should do fine. 
 
Okay.. now it is turning into bee queen's palace or something..

Mugwump : not piss -> liquid honey (it is golden/yellow like a lava or something)

https://drive.google.com/file/d/0BwxYkKdSD855b3BUdEhWNDdKRjg/view?usp=sharing 
 
Damn you Bloughsburgh, you beat me to it! ;)

NewHouse, I saw your new pics. Did you desaturate your blue lights? They seem to have lost much of their hue. 
Mugwump 
Part of yes.. and no, since I'm still working on lights. I kind of came back to original ones, because blue wasn't that much as present. Too much white and it kind of lost the whole mood totally. 
 
Yeah, I loved the intense dark blue of your MJ7 version.

Yellow Death: Hey, if it isn't good ol' hskl07_1! I've just used the exact same texture for some stairs I made. Is that a new map? There is a very yellow lava texture in AD_lavatomb, maybe it will do? 
 
Also, when you're in need of textures, make sure you visit this page: https://www.quaddicted.com/files/wads/
It has a whole bunch of .wad files used by mappers available for download. 
 
Thanks buddy, this is just the concept. I really have to finish up first my IceCore map.

It feels so great to know.. actually when it is finished - I don't want to sound rude or anything, but it is sure couple people will start posting comments like "buhuu it is so dark, I can't handle this darkness" yet "it is so hard, I can't handle this madness".. it really makes me wonder why brightness settings aren't implemented yet for quake (modern standards). It is impossible to make everything work for every person screen settings, when dealing with colors a lot, and that is fact.

About difficulty.. if you remember playing doom maps, difficulty was often just pure evil (almost even impossible), and my map wasn't even in those levels. Just couple projectiles to be able to dodge, shoot precisely not wasting cells etc. basic stuff. And some people starts almost demanding/expecting that hard difficulty it shouldn't be that hard.. what do you expect sincerely? Next difficulty after hard is nightmare already yet we don't live anymore in 1996 when even couple shamblers was too much to handle. I personally appreciate hardcore players, which love even unfair situations and ammo limitations. Normal mode will always be just enough, it will be a bit harder than normal mode in original episodes.

But even though if I appreciate many opinions, and try my best to make it appeal as many people as possible, it is unavoidable that surely some people will dislike it no matter what you do. That's why I want to do what just feels right to me in the end. 
"That's Why I Want To Do What Just Feels Right To Me In The End." 
Amen to that. You first get into mapping because you want it, not because the others want you to. It's good to take advice from the community but when you aim to please everyone, you expose yourself to losing your identity. I love it when mappers have their own style and personality. A Sock map doesn't look and feel like a Necros map and that's how it should be. Hell, even the original id mappers had their own styles! If your style is intense colors, so be it! We don't see this kind of stuff much since Unreal and I enjoy it. People say it's not realistic but since when Quake is supposed to be realistic? It's one of the most surreal FPS I've ever played.

And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting. I've used these settings:
contrast "1.5"
gamma "0.85"
and it was perfectly fine. I still need to play it in Darkplaces though. 
 
I haven't tried it on darkplaces either, even though I had downloaded it long time ago.. it has that a bit shiny-look, if you know what I mean. Also I need to consider writing down on readme something about those console commands. 
 
I think Quake's light map is gray scale 0-255 if no lit file is used, and I don't think screen shots are affected by the gamma setting. If so, you can probably tell how well a map is lit by looking at the RGB values in a photo editor for screen shots taken with r_lightmap 1 
 
And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting.

Literally the opposite of "good advice for lighting". 
 
Literally the opposite of "good advice for lighting".

"Nothing wrong with my map, must be the player's fault" seems to be a running theme in the Cumdump and PooHouse show lmao :D 
LMAO. 
 
Rick 
Rick: I have been doing that, but it is not that easy in practice.

onetrupurple: Not the best advice & I highly try to avoid it, but in the end "some" people might need to use them.

ayy lmao: you aren't spammed already? 
Wot Like "some People" Radically Change The Gamma Of Quake Itself?? 
Srsly tho. Look at Quake. Make your maps a comparable overall brightness to that. Then it will work for almost everyone. It's not complicated. 
Shambler 
Okay? Then what do you think about these pics I sent earlier (I haven't received much feedback about new lighting attempts):

https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing 
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