News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
 
http://imgur.com/6RhvxDa

Heres the spawn.

For what little experience I have with lighting, this looks really good to me.

The bland ceiling in the previous screen shot will get a similar treatment as seen here. I always make my best attempt at adding depth to all my surfaces.

Ive got most of the entities chained, should be able to wrap this up within the next week. 
 
actually wait, my lights are using the colors i set?

any clue why? 
 
arent using the colors i set.* 
Lights 
Seems a bit flat to me, the lighting that is. Are you using fill lights? Try toning down the light value for those. Otherwise, looks like a spiffy map and I am looking forward to playing it! 
Lit 
Verify that the .lit file is where your bsp is located for some initial troubleshooting. 
Mukor 
I'm liking the looks of your map so far, Kinda reminds me of that one map I made for Map Jam 666 :P
Looking forward to seeing it released! 
Map Jam Theme: 
"What Romero Said"

That would be too conservative for most mappers I'm sure. I really liked that quote though, because it explained something that I'm sure I wasn't alone in noticing in the original Quake levels (after all, Ziggurat Vertigo...). 
Tronyn 
That may be too vague a theme for a jam. It could be a required rule of the jam, but I feel like a theme needs to be tighter. But shhh! We've already been told to stop cluttering the screenshots thread with jam talk, so if you wanna discuss it further we should do it in General Abuse.

@mukor Did you delete your previous screenies? I wanted to look at them again but I can't access them. The first ones are still there. 
 
@mankrip

Blocky yes. It was an effort to remain simple as one of the biggest things that prevents me from ever releasing anything is that I try to do too much at once.

@bloughsburgh

Ive got a light with dynamic 2 32 units under the texture and another with dynamic 5 about 64 to 96 units under it.

It might be a directory issue. I havent been keeping it too clean. Ill have to look after work tho.

@breezeep

Ill be honest, i havent played near as many custom maps as I would like. At the moment, work and dad life eats a lot of my time but as of the New Year Ill have lots of freetime. I hope to get around to playing more custom maps by then. Most of my exposure is thanks to Dazs playthroughs/commentaries. An invaluable tool in helping me catch up to modern Quake aesthetic and gameplay.

@mugwump

Im not sure what the deal is. All the links are working for me.

Thanks for the kind words everyone! Ill get another screenshot in once i get my lights working properly. 
 
NVM, they're working again. Weird. 
Bloughsburgh 
You were correct. My .lit was in another directory. Thabk you. 
 
https://twitter.com/muk0r/status/794837715275620352

sorry for filling this thread up so much lately, im just really excited! 
 
Don't apologize for using this thread for what it's made for! Plus, I think everyone here likes getting their appetite whetted... 
No Screenshot But... 
... been hanging with Gotshun while he finishes up his next level. I'm kind of the alpha tester, woohoo! AND, going over tonight to snag his old levels off his ancient PC, haha. If anyone here remembers the days when you HADDD to have both a 2D and 3D video card yup... this is what we are talking about. Good ole 3DFX Voodoo baby.

I'd say he'll be finished... soon(TM) :-P 
Looks Goodmukor 
The fog adds a nice ambience. I wouldn't pay too much attention to those who say ita too bright. You are going for a certain theme and mood, don't let them force you into a corner of darkness only. 
Lights! 
Nice pic Mukor and please fill this thread with as much shots as you want, it is one of the more exciting threads to have new posts in!

I think the second shot after Daz's reply looks the better of the two. The fog does add a nice touch! 
Fog Looks Good. 
Keep it going mukusor! 
Next Jam Theme Should Be 
"Tronyn map" 
 
been hanging with Gotshun while he finishes up his next level.
Cool, I'll be curious to see what he comes up with next.

don't let them force you into a corner of darkness only.
I don't think that was their point. As I understood it, it was more about being mindful of not having a too flat lighting. Bright areas are just as fine as dark areas, providing that you keep your lighting interesting. Colored lights help with that too, which is what was missing from mukor's previous screenshots. 
 
https://twitter.com/muk0r/status/795028502722605058?s=09

Ligting is mostly figured out. Ive got all the entites chained together and the map is playable up to the gold door.

Im still working on ideas for puzzle for the final sequence. Sorry Daz but youre gonna have to jump. :)

This map uses AD. So far its just custom keys really. Id like to use breakables but to match the knave brick, Id need to retexture the existing brick breakables included with AD. I believe i could learn this in a weekend. Id be using QME and Wally to do it...correct? 
 
Nice new pic. Though if I may voice a little nitpick, the small archways on the sides of the large one look a bit weird without pillars or portions of wall to support them. I think adding pillars would make them at the same time more architecturally correct and nicer to look at. 
Mugwump 
Agreed. They are just flying. Maybe high corbels instead of pillars, so you don't steal space from player, on the ground. 
 
Them floating is kind of why I liked them. Makes em feel "otherworldly".

Ill take it into consideration and Ill design something to swap and see how it looks/feels. Ive a couple ideas in mind.

I figured out breakables. A lot easier than i thought. really happy to offer "custom" content in my first map.

http://imgur.com/zHU1laz

for the curious/uninformed, heres the excerpt from the AD readme:

"To create your own custom rubble the new bmodels should be setup in sets of 4
(roughly 8/16/24/32 units in size) and specified with the brkobj1-4 keys.
There are plenty of example map files under the 'maps/brk' directory which
can be re-painted to suit your needs. Always create any custom bmodels in
the map directory so that they can be grouped together with the map files.

It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150) The light
value (150) should be changed to suit the location of the breakable." 
 
Them floating is kind of why I liked them. Makes em feel "otherworldly".
Alright then, it's your map after all, we wouldn't want to dictate your style. Still looking forward to it any way! 
Custom Breakables 
Looks sweet, I'll have to remember how it easy it is when I am ready to include those in my map. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.