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Posted by metlslime on 2002/12/23 18:27:46 |
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.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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Shambler
#13844 posted by Mugwump on 2016/09/13 20:32:16
Judging by your oh so "normal human being" intrusive response to something that wasn't even addressed to you, you must be talking - I mean shitting - out of personal experience...
Aww Yisssss
#13845 posted by ayy lmao on 2016/09/13 20:37:19
Chill Out, Please
#13846 posted by Newhouse on 2016/09/13 20:39:54
I have learned now many good things about mapping "gamma", "contrast", "range". So thanks for your patience and honest in the end.
But still, try to chill out a little bit? I might sounds childish time to time (bad grammar maybe), but I never try to make people get triggered over 'these things'.
Yeah...
#13847 posted by Mugwump on 2016/09/13 20:49:00
...but apparently for some people, conflict is more interesting than cooperation. And to think that they're the ones trying to lecture you on being normal... Fail.
.
#13848 posted by Orl on 2016/09/13 20:54:04
Gamma
I use gamma 1, I also configure my monitor using this site - http://www.lagom.nl/lcd-test/
A good litmus test is to just compare your lighting with vanilla Quake.
#13840
#13850 posted by Cocerello on 2016/09/13 23:03:00
In the monitor i am using right now (switched to TFT from CRT recently), i am seeing Quake practically like your second screenshot (QS with gamma 1). From what you wrote, does that mean i have something badly configured? Even though, personally i think the first one is too bright and bland.
TFT monitors are something arcane for me and i resigned myself on making them look well, but i even considering that I don't get what you say.
Aside form that, about brightness configurations, it does matter a lot when there is several ways to change it and the range oof the available changes is wide, like in Quake 2 where it can be a pain to map, as some maps can look cool in some settings and lame in others.
In this game it doesn't matter, its just a matter of comparing it with other maps like said posts above, and it is a big relief when mapping.
Pritchard...
#13851 posted by distrans on 2016/09/14 11:50:03
...I'm digging that vibe. Yes, it drips atmos. I think you are pretty close...now to concentrate on gameplay ;)
#13852 posted by mankrip on 2016/09/15 00:09:14
Adib: Great looking corridor, can't wait to see the rest of the map.
NewHouse: Egyptian themes are always cool, though egyptian-themed textures are hard to work with because they usually looks too flat. Using non-square angles as much as possible on the geometry can help a lot (multiple ramps instead of steps, reclined walls instead of straight walls, etc).
Mankrip
#13853 posted by Newhouse on 2016/09/15 03:55:20
Hmm.. color world might make it look like part of "Egyptian", even though those tiles are from hipnotic wad, large white marble tiles/bricks. To be honest it reminds more of "White Greek Marble Temple/Bathhouse", I got couple small souvenirs from my family and all these Greek soldier figures had this white/yellowish theme going on.
#13854 posted by PRITCHARD on 2016/09/15 11:24:43
A new screen.
My mouse has become very flaky over the past week or so, i'm going to be returning it under warranty soon but for now i'm using a crappy wireless one I found. Progress was slow until I switched mice, as by the end of my last one's life it became impossible to click/drag anything, including in TrenchBroom.
Anyway, that (half, behind the camera is a mess of untextured brushes) room is all i've really done since I last took a screen, but it was a fair bit of work cutting it all up for the texture details and so on... Which, again, is quite hard with a bad mouse :(
Sweet
#13855 posted by mjb on 2016/09/15 11:47:16
Looks great man, excellent atmosphere.
#13856 posted by Newhouse on 2016/09/15 14:41:39
Image is not shown for me, but just known it is you, I already know it is near perfection.
#13857 posted by adib on 2016/09/16 14:21:30
Thanks guys :) still working on it.
Pritchard
Wow, loving it. Rock and base, nice mood.
NewHouse
Try a texture called *firecoal It's in "lavacity" wad.
Adib
#13858 posted by Newhouse on 2016/09/16 23:59:22
I will check it out, after this noir jam is over~
Pritchard
#13859 posted by Drew on 2016/09/17 06:08:46
agree looks nice. Nice distransian style texture medley
...
#13860 posted by Drew on 2016/09/17 07:04:42
only thing missing in that last shot is some light sources, perhaps?
Almost Done
#13861 posted by lpowell on 2016/09/17 08:36:13
Should be finished within a week or so, provided my high-functioning ADD doesn't screw me again.
https://drive.google.com/open?id=0B5ubevjSCiEYQ1RDOS1jaVN3LVk
Drew
#13862 posted by PRITCHARD on 2016/09/17 10:45:51
The sky is a big light source in that area, although you can't see it in that screenshot. I'm not decided on any other sources yet.
New Map: Infernal Ascent
#13863 posted by Ubiquitous on 2016/09/18 13:29:38
I just released a new Q1 map titled "Infernal Ascent". It's nothing special, but screenshots and a download link can be found on my blog:
https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/
That Looks Good
#13865 posted by negke on 2016/09/18 13:58:22
Did you not run light -extra4? The spotlight cones look somewhat jagged.
Odd
that you chose to use textures from different themes.
#13867 posted by Ubiquitous on 2016/09/18 14:19:05
Yes, I did run -extra4, though I agree the lightmaps look a bit aliased in places.
The different themes started as an experiment. The map has 3 main areas (plus a central hub) and the idea was that the hub is a military base on which is built three macabre tests/gauntlets, each constructed around a different theme. But the thematic differences in the original version were far too stark so I toned them down by at least using broadly similar colour palettes in each area.
Lovely Map
Very strong 90s vibe, but in a good way. The mixture of themes is executed really well; gameplay was well designed.
If you want some critical (nitpicky?) feedback:
There's a clipping error here -- you can pass through the wall at the top of the ramp (you don't have to try hard; I did it by accident) and skip a large section of the map.
The twisted and broken bars near the start of the map feature some dodgy brushwork and would look a lot better if aligned correctly.
The last section of the map (after you jump into the floor teleporter) is way too dark, imho.
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