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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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well, there's really not much to it. you put in two cue points, one for the start of the loop and another for the end. that's all. it's just that there's a difference between the markers that he's using and these ones.

i don't know what the difference is, except that quake looks for one and not the other. 
So 
What sound programs are capable of doing that? I didn't see an option in audacity. 
So 
What sound programs are capable of doing that? I didn't see an option in audacity. 
Argh 
I suck. 
Hm... 
CoolEdit2000, Sound Forge, Goldwave(?)
these are the ones i am aware of... probably others.
don't know about audacity -- never tried it. 
Gib 
Shot #1 looks interesting, even though you obviously haven't done any lighting work yet. I am not sure I would rotate that rock texture 90 degrees like you have in the middle though.

Shot #2 shows that you need to lit your floor better and also I don't think that the floor/stair texture you are using fits in with the ikblue textures you seem to be using. I would either add more non-ikblue detailing or change the floor texture to some blue one. 
Very Nice 
pretty stuff. I always like the more traditional gothic style. What textures are those by the way? They look great. 
Looks 
like the UT set chicoruins to me. 
Most textures were ripped from 'schloss' map after I downloaded it a few days ago.

The lighting isn't finished just yet still experimenting.

However, I will be going away for a week, tommorow and mapping will be on hold, but I think I should be able to finish this map when I get back. 
Gib 
Did you get my e-mail reply? 
Ah yea jsut noticed, ta 
Gib 
shot1 look really good. I like such a theme and texes. Shot2 is also rather nice, but I also think that floor texture doesn't fit the whole texture style good. 
Uh Huh 
Same comments as above, except I also have doubts about the wood texture in shot2.

I quite like shot1. 
Photography And All 
How Is This A Map Screenshot Or A Beta? 
[nt] 
:P 
:P

"This is the place to post screenshots of your upcoming masterpiece and get criticism"

the photos are digital, so they were on my screen...

hehe, feel free to delete the post, whatever :) 
Bleh 
 
Nice Shots Though 
what sort of camera are you using? 
Bing 
minolta dimage z1 
 
I posted this in sm40, but I need 1-2 testers for my sm40 map before I ship it off to RPG for completion. I probably won't change too much, but I'd like some feedback and any bugs people find. So lemme know if you'd like to test, thx. 
The Sands Of Time 
http://img53.exs.cx/my.php?loc=img53&image=quakesands6ih.jpg

Not my map, but I thought this shot made Quake look like Prince of Persia: Sands of time. You know, when time goes back and its all glooooowwwwwyyy. 
BlurQuake 
when time goes back and its all glooooowwwwwyyy.

Coming soon to a bloated custom engine near you! 
For FUCKS Sake People 
We've been discussing this in #tf some these past couple days, but this shot is just another example of a graphics feature getting out of control. Light blooming, when done correctly can add to a games experience and atmosphere. When done as above, it detracts from the experience and only hampers the players eye sight. That shot would look much much better had the bloom been reduced to near nothing. It should be used to accent certain features within the gamespace, not washout the playing field. Guild Wars seems to be another huge offender when it comes to the bloom effect. This feature seems to originated from graphics focused consoles, where every wiz-bang feature is needed to set a game apart from another. However, it would seem some console developers have gotten a grasp on how to utilize it properly. Examples of bloom done right include the Splinter Cell series, Rainbox Six, and more recently Burnout 3 on the road surface in the far distance because of the sun. Tenebrae used the bloom effect pretty well, I was suprised that we didn't see it in Doom 3. Regardless, people need to see that this is a graphics gimmick, just as the sun glare was years ago when it appeared in ever PSOne title.
/Rant Off 
ProdigyXL 
while you exhibit no lense flare of your own, you are positively incandescent :) 
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