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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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It's Actually 
going to be single player now. I've gotten one room done, it's coming along alright. Taking to mind your suggestions, thanks! :) 
 
dont listen to pushy and check out tyrlite features for more interesting lighting
http://www.planetquake.com/tyrann/utils.html 
New Map 
http://www.planetquake.com/dazdranz/

DaZ goes "old skool" :) 
Hehe... 
Knave r00lz my world at the moment too. Looking forward to it DaZ. 
New Set Preview 
Speedy 
looks good but they dont look too sharp, somehwat blurry. 
 
photosource nitin 
Mmmm.. 
Filter / Sharpen *droool* 
Speedy 
Holy techorama, Batman. You're really going into the grungy industrial stuff these days. Me like A LOT. 
Wot, No Title? 
"in rust we trust"

Now that's a motto I live by... 
... 
that DM map looks good daz...
and i like the new Dazsp4 screenshot :) 
Unsharpen Mask 
(photoshop) is more usefull than sharpen if you want to sharpen up your textures.

Speedy: they look better than the ones you released but you need to work more on the forms (specially the round pipes or whatever they are) and use less black. 
 
why less black 
Because It Makes Them Look Bad/non Believable? 
 
rather opposite
painted shadows should be black to remain black regardless of the lightmaps, or you get washed dull look of HL 
Use Of Black 
Well, I understand the comment. Using black for all shadows and recesses darkens the underlying material irrespective of its qualities or the light that would actually be falling on it. This is really more an issue of realism textures, like with the ( stalled ) med texture challenge on Map-Center. Pale colored stucco and brickwork recieving large amounts of sunlight would not have black/dark gray shadows; more likely bluish gray or brown. Using black produces a stronger, comic book feel in a texture, especially if the materials being represented are incredibly corroded metal or heavily grunged up brickwork.
Personally, I've used black shading ( or, as I refer to the omni-directional shading between texture components, inking ) on almost all of my textures. Which are, patently, comic book style and not highly realistic.

For Speed's textures, I think black is perfectly acceptable. 
Ooooooo00000000000OOOoooo..... 
It required tonn of voodoo tricks and text editing of the .map to do it, but here it is ...

http://www.planetquake.com/speedy/screens/leaks2_00.jpg

Now need to apply snazzy shaders and shange items 
Speedy 
have you modified the textures too or are they going to be blurryish like von's converted map? 
Nit 
I`ll do something to the texes 
cool, that was the only thing I disliked about von's map. I've played the qw version of leaks and if it's the same (added detail?) then it can only be good. 
GomDM6 
For anyone who hasn't seen this one yet:
http://www.gomjabbar.de/screenshots/shot01.jpg

This one is an unlit screenie of the Q1 DM map I'm currently working on, dressed in texes from the good old quake.wad. The architecture is nearly done and I hope to have a lit version ready by the weekend.

Comments are welcome as always... 
Looks Good 
Particularly interesting is the way the lava is shaped. 
Q2 Dm... 
I mentioned this one last eve. and posted an early rough pic...
http://www.backshooters.com/maric/cave.gif

I wanted to do a bit more with it than what is pictured here but have run up against the max_patches limit. This is pretty much what the final will look like.
http://www.backshooters.com/maric/78a.gif
http://www.backshooters.com/maric/78b.gif
http://www.backshooters.com/maric/78c.gif

It is a tad bland but I was going for a minmalistic, all terrain map which it made coming up with decent lighting a bugger. 
Maric 
That is very nice looking. 
Maric 
Hmm, very nice looking Maric. Looking forward to see the finished product... 
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