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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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		#15833 posted by muk  on 2018/09/08 05:39:06420 blaze it fam  
		 @rizzoislandgame #15834 posted by killpixel  on 2018/09/11 21:23:52glad to see you're still working on this and making progress  
		 Aerial #15835 posted by Roman  on 2018/09/14 00:39:41My 2nd map :
  Screenshots : http://www.quaketastic.com/files/single_player/maps/aerial.jpg  Download : www.quaketastic.com/files/single_player/maps/aerial.zip  
		 Getting Some Maps Finished Up, Need Feedbacks Hey guys, looking for feedback for my map, it started off as a map for the copper jam, which evolved into an e2m5 remix, which evolved into the beast that it currently is.
  Only one skill at the moment, there is a bit of detail to be added to some areas, and there is a lot of clip brushes to add.
 
  Any playthrough demos would be awesome. Thanks in advance :)
 
  Download:
 
 https://www.dropbox.com/s/c4tjk216f52rfd4/snaut-copperjam-beta.zip?dl=0  Screenshots:
 
 https://www.dropbox.com/s/n57nyqx4twfxivr/spasm0068.jpg?dl=0
 https://www.dropbox.com/s/m63x662qqm9fyib/spasm0069.jpg?dl=0
 https://www.dropbox.com/s/z4wzixorm4zablg/spasm0070.jpg?dl=0 
		 Lampoon #15837 posted by madfox  on 2018/09/18 05:17:14If I had a lampoon  fish, how would I make it glow in the dark?
 
  I first tought fullbrights would do the trick,
   but in complete darkness there's no light to reflekt.  
		
		#15838 posted by metlslime  on 2018/09/18 05:42:23Fullbrights work in complete darkness  
		 Ah #15839 posted by madfox  on 2018/09/18 06:32:17Then at least the trick works.
I wondered how it look in a dark cave.
 
		 Cool! #15840 posted by Redfield  on 2018/09/21 09:29:25It looks kind of like the Angler Fish from Rayman Legends, and it would light the way in the dark.
  Also there is a trick you can use to keep the environment dark, but light up your models: Since the model adopts the light value of the floor, you can make the floor a func_illusionary (with clip/skip brushes for collision). Beneath the func_illusionary place a func_group brush with _minlight set on it.
 
  This method will allow you to keep the environment very dark, but also light up your models. I used this trick to light up my seahorses and mermaid splash in this dark cave of water:
 https://i.imgur.com/Gbmv6Qn.gifv 
		 Fullbrights #15841 posted by madfox  on 2018/09/24 01:50:57For my clear understanding, 
  I made a map with the lampoonfish, but in dark I see no sign of fullbrights.
  So I made a tex brush of quakepal to see if the lower range would glow in the dark, but they don't.
  Do I have my settings wrong?
 
 r_fullbright 1
 r_fullbright 0  Sounds interesting, Redfield. Also a bit complicated, I remember I had to do such a thing to make the startrek model have a good lightning.  
		 @madfox #15842 posted by Tribal  on 2018/09/24 02:11:48some models in quake have a glowing attribute, like the lasers from Enforcers (newmis.effects = EF_DIMLIGHT;). Maybe you can copy that attribute and adapt it to your fish code, this way he will really glow in the dark, it doesn't matter the skin color.  
		 Strange #15843 posted by madfox  on 2018/09/24 13:59:02Thanks, Tribal. That could work, I was thinking of the moving_light code also. But after working with new models for so long deleting fullbright's, I just can'you see why they won'the appear now as in the example.  
		
		#15844 posted by metlslime  on 2018/09/24 15:31:10Madfox: do you seen fullbrights on models created by other people?
 If not, make sure gl_fullbrights is 1
 
		 Alright #15845 posted by madfox  on 2018/09/24 17:36:12It works as soon as I made a subdirectory. 
It seems my TmpQuark has got a bit diluted.
 
		 Quark Is Best #15846 posted by mfx  on 2018/09/24 19:21:02Madfox, Keep on!  
		 Bablefish #15847 posted by madfox  on 2018/09/25 03:04:29I remember how I got this idea . I lowered the triangles untill qmle could load it. My texturing is bad, when I had a good UV skin file I spent a week and now the midle ridge is meshed up.
 
  A bit dark, but that's what this baracuda  needs.  
		 New Multiplayer Map #15848 posted by moko  on 2018/09/28 23:43:28Hi,
  I have created small multiplayer map for duel.
  Anyone would like to take a look on it and let me know what might be improved?
 
  MAP:
 http://www.quaketastic.com/files/multiplayer/maps/mokodm2_beta.zip  screenshot
 http://www.quaketastic.com/files/multiplayer/maps/spasm0006.png  Thanks folks  
		 @Moko I didn't play a match but I did load it up and looked around.
 Things I liked:
 
 I has a very solid old school feed to it.
 Very nice lighting overall. The shadows from the skylights look great.
 Looks like a fun layout for a duel map for sure.
 You have some nice brushwork, particularly the Red Amor area.
 
 Suggestions:
 
 Some of the areas are a bit bland looking. And monochromatic. Try a darker floor color in different areas maybe? You also may want to add some simple trim here and there. Or add some accents like torches or light fixtures. This would help to differentiate the areas.
 
 There's an area with a pool of water and room behind the bars it is very dark. Might be a good area for a secret or a strobing or pulsing light. Right now it's just dark.
 
 I would consider one more connection between your play areas. The layout seems like a loop and maybe you could add one passageway somewhere to open up the flow a bit.
 
 Overall you have a very nice level - keep mapping!
 
		 @Moko I forgot something important in my last post. Use -soft and -extra4  when you light your map. You have a lot of "jaggy" shadows at the moment in your map. These settings will look way better.
 
  More info here: https://ericwa.github.io/ericw-tools/doc/light.html 
		 Moko #15851 posted by adib  on 2018/09/30 03:47:40Played against the Reaperbot and had a lot of fun. It can improve on the looks for sure. I'm not talking about brush sculpting, only common sense design like: door frames, variation of color and light/dark on the textures, etc.
 I frequently got stuck on teleport frames. Also, I couldn't see a point in that water volume. Am I missing something?
 
		 Follow Up #15852 posted by moko  on 2018/09/30 09:34:30Hi guys,
thanks for comments so far!!!!
 Yeah, I've needed it. Answers to you comments are below.
 
 I admit maps is not finished yet.
 - Teleportes stuck me frequently when I am playing. I plan to correct it. I will move it into wall
 - Some areas are "bland looking", I have paused work on on great look and testing playability.
 - I am plannig to retuxturize it. Maybe I will give up for brick texture and try dm4 texture.
 - I am planning to add frames and details at the end.
 
 Regarding dark area, there was passage to the GL room but I have close it. It was not used when we have played with my friend.
 
 Water... My plan was to use it to set up trap to kill player who dominates at the moment (it is all about keeping red armor). So you could jump into water and discharge :)
 Aparently no one has used it so far when playing. It might be removed.
 
 
 I have to admin i have got various comments on the level.
 First. my own opinion is that level is bit small for duel, as you can run around level within few seconds (yes, strafe jumping!). Then I got feeedback that level is to big and is better for FFA. And another, that it shuld be more open map, not so many corridors as in maze :)
 
 At the end I think each plays differently and expect different motions, like more shooting, more sniffing and setting traps.
 
 Anyway, thanks again for feedback and yes, I am going to continues mapping as this gives me fun!
 
		 I Always Wanted To Make A Map Inspired By The Giant's Causeway #15853 posted by Ubiquitous  on 2018/09/30 22:18:42So I wrote a script to generate arbitrarily-sized stepped terrain from a height map.
https://imgur.com/ZljOJzo 
		
		#15854 posted by Qmaster  on 2018/10/01 04:30:58Ooh!  Can you do hexagons?  
		 -=- Could use OBJ2MAP to do that  
		 @ubiq That's very cool. Feel free to share!  
		
		#15857 posted by Ubiquitous  on 2018/10/01 21:11:27Happy to share, but I wrote the script in Mathematica which is not the most mainstream of languages!
https://www.dropbox.com/s/4swxnjpjz6mka7z/quake_from_heightmap.nb?dl=0 | 
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