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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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Necros 
Did you get my email? Just wondering, I don't think I've received anything from you yet. 
I Got It This Morning. 
i'll play it tonight and let you know tomorow. 
Friction 
Like Blitz, I think this screenshot if so far the best I've seen for Doom3. Nice complex architecture of a spaceship/lab/or something like this, but really nice ! Well... as usually said here: go map ;) 
It Broke Down. 
Still Think Those Colorful Wires Are Gay. 
And since we know you are awesome Friction, we can be really picky with you. That texture in the top left corner is sad.

Not going to fawn because you know it's awesome yourself without me telling you. 
Add... 
even more little debris, and some debris/dirt/bitgs decal on the floor and such. 
bits, not bitgs 
finaly, a d3 screenshot that isn't so dark i can't see anything!

some of the wires should hang down, possibly with some ripped completly out and sparking and swinging around. :) (if that's possible o_o)

the rest looks fine to me. 
Well. 
Swinging wires and sparks definitely are doable, but as I just broke 100.000 r_speeds in that area, I'm bit worried about adding extra detail.

What are acceptable FPS rates anyawys? Did the ID maps cause framerates to drop below 20 when not in combat for anyone here? Because that's what happening here.. 
Hmmm 
I would say try and keep fps at around 25-30 minimum..

The hard thing is that performance varies A LOT between each generation of graphics cards on doom 3 from what I have seen, and the best way to keep framerates up on lower gen hardware is to keep the lightcounts per face down as much as possible (yeah... duh).

Sounds obvious, but from all the systems I have tested my map on (geforce3, geforce4mx, radeon 9800se, radeon 9800xt) that seems to be the best way to keep fps up. good portaling comes next, followed by actual scene detail levels (polygon wise) ...

Err hope that helps someone! 
Random Doom3 Mappage 
These are from a map I built over the past week for a design test. The spec was to build a Maginot-Line-style bunker in Doom 3:

http://www.celephais.net/shite/bunker1.jpg
http://www.celephais.net/shite/bunker2.jpg
http://www.celephais.net/shite/bunker3.jpg
http://www.celephais.net/shite/bunker4.jpg

Overall it's a bit plain, but it's hard to make a map like this without lots of sppopriate models to scatter about. Oh, and the hazard striping is goofy as hell, I realized.

Note: textures are mine, too. 
Appropriate 
 
Metlslime 
Wow, really good screenshots. I visited in my youth a part of the Maginot-line (I'm native from North-East of france, so, it's a part of my "cultural" knowledges...). I found the screenshots very realistic, as far as I remember !! Nice textures as well...

Just take a look at (it's in french.. sorry...)

http://verpelliere.free.fr/hackenberg.htm
http://www.le-site-web.com/onac57/site-mf/Veckring.html
http://www.ifrance.com/letunnel/maginot/fortif.htm

The last web site is slow, but full of interesting photos... ;) 
Hey! 
Nice textures there, subtle. With some more detail and junk thrown about, it would be quite HL2ish. 
Lonely Q1 Screenie 
I Like The Shapes ... 
But some will peck you to death about using the same tex on walls and ceiling.

Do as you want, I say. 
On The Floor Too, Actually 
wizmet1_2: the gift that keeps on giving.

I'll try not to overuse it. 
i like the ceiling details and the 45 degree angles. :)
lighting is fine 
I Like That 
looks good blackdog 
45 Degree Angles Make Everything Better 
Seriously.

Lovely corridor that, but I want to see a junction and room entrance next. Making them to look good while using complex corridor designs is the hardest part. 
Metlslime: 
Awesome work! 
Lighting Needs More Drama 
http://www.kolumbus.fi/ville.nieminen/bright1.jpg

Shame I didn't think of adding floor height variations here before it was too late (read: can't be arsed to re-map that much anymore) 
nice, it's not completly pitch black like most of d3's maps. ;) having proper lighting gives the chance to show off the brushwork a lot more.

also, the style feels different from the original game. still feels like doom, but not typical delta/alpha labs stuff. well, that could just be the lighting. ;)

nice work. :) 
Friction 
Looks cool, rather a nice space-ship/base corridor, I like it ! ... and now go map.. ;) 
It Could Just Be That Angle And All The Bumpmapping 
but that looks like it suffers from what I call "ut2004 syndrome". By that I mean that it looks 'overdetailed and cluttered' if there is such a thing.

then again, I havent played any new engine games so maybe they all look like that. 
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