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
No, That Was Just Curiosity 
It became relevant because it was still in my short term memory. 
Demo 
I made a demo for the first map of The Abandon - Beta.
It's just my own way of playing the level.

http://members.home.nl/gimli/aban01.dz

Happy Easter! 
Quatrotski 
http://members.home.nl/gimli/aban02.dz
Where is that Demo Toppic? 
Fjo3tourney1 - ECP - Beta 3 
Forgot to beta this last time, so I'll make it up now. xD

Hope this will be the final beta, starting to get tired of it.
Did alot of bot and player optimizing.
VIS is complete bollocks, due to ass construction in the beginning leaving it near imposs to hint and I honestly can't be arsed to do something about it.
Also did some work on the item placement, which I feel is quite good now, thanks Todt. :)

Shott'y's:
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta3-1.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta3-2.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta3-3.jpg

Download link:
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1.zip 
Re: Fjo3tourney1 - ECP - Beta 3 
Clipping on the grate under the rotating thingy is a bit weird.

The sound the platforms make is a bit weird, especially the stopping sound, and especially on the lift up to the RA.

Lighting is a bit flat.

The rocky corner area has what appears to be some brush cracks up towards the top, which brings me to...

I tried to noclip up there to see what was going on, but Quake 3 crashed with some error complaining about max_num_sky_vertexes or something like that. I dunno what's up with that.

I had a look in your pk3 file and you should sort out your textures and scripts folders. There shouldn't be anything 'borrowed' in there.

I DUNNO

WHATEVER

Nice map, Fjodor. 
One Complaint 
One complaint from the screenshots: The walls are all brown, and the floors are all green. It might work well to add a bit more variation. 
Q1 SP Screenshots 
I'm not really about to finish this new map, but here are some screenshots of my last Q1SP... There is a foggy effect which I improved (I think) compared to my previous screenies... It's not dark any more, but more (dark-blue/green, with a lower density..)
As I already explained, this map was initially started for DKT3 Winter Pack, and because I was very (very very... etc..) late, I turned it in a bigger project..

http://lambert.jeanphilippe.free.fr/Divers/CDA1.jpg
http://lambert.jeanphilippe.free.fr/Divers/CDA2.jpg
http://lambert.jeanphilippe.free.fr/Divers/CDA3.jpg
http://lambert.jeanphilippe.free.fr/Divers/CDA4.jpg

So, verdict ?? 
404 
Links are broken JPL 
Shit !! 
Looks Good 
I like the design, but the shots are kind of disorienting in that I can't really tell what's going on. I think this might be due to the fog, but it looks like it's underwater or something, and I can't really tell, but everything looks kind of disconnected.

Shot 2 looks the best because you can actually see the brushwork the best in it. That weird arch in shot 4 seems out of place with the style of the building.

Good work so far it seems, but try and take some shots without the fog, and also try and take a wider perspective shot, so we can get a better sense of what's going on. 
Q1 Shots 
for screenshots, could you cut the fog density to about half? it will probably work good ingame with the setting you have now, but for static images, it's hard to make stuff out.

i like the 4 shot with the cool pillar thing. 
Ja 
fog is too thick 
Ja 
fog is too thick 
More Infos 
Fog is set to 0.05 0.6 0.8 0.8 (density-R-G-B). Due to its blue-green color and density, and for sure also due to the fact I increased brightness by 80%, it looks like underwater screenies... well, I will set fog density to 0 for future screenshots...
Concerning the pillar things, they have rather to be called "buttress"... It's typically a gothic design.. I try as far as possible to "match" the concept... I placed many of these around the "castle"... so even if you see one which seems to be alone... there are many others, and just one above the player in screenshot 4... ;)
Anyway, I will post more (better I hope) screenies later 8D
Thank for your feedback.. 
Looks Good 
you need to texture that flying buttress better, but I guess you knew that :)

Is it based on any particular church, or just general gothicness? 
Mwh 
It's based on general gothicness, and the idea came when I saw Bal photos gallery.. I found the idea rather interesting... 
Mmmh! 
They look really nice! Good luck with the mapping! 
Fog 
well, for example, i have an outdoor map, and the density i use for fog is i think around 0.006, which makes a thin haze at around 800-1000 units and makes everything beyond 1000 blend smoothly away (instead of creating a thick wall)
but a thicker fog can have a more oppressive atmosphere, and if you don't mind shrouding your brushwork i'd say leave it as is for the playable version.
anyway, since you can change fog density ingame, it's not a big deal to simply fiddle with settings. 
JPL 
 
JPL 
screens look very good. I like the theme.

Also it seems to me that you use the hexen2.wad. If it is so, I like your choice. 
Necros / PuLSaR 
necros: A good fog effect is effectively quite difficult to find, and it's a trade-off between visibility and ambiance... I made many tries before finding these settings (fog 0.05 0.6 0.8 0.8). I think I will not change the fog RGB (dark blue-green color), but for sure the density should be decreased a little bit... As you said, it's really easy to change fog settings with the console command ingame.. Nevertheless, I will made further test to see how I can improve it ;)..

PuLSaR: I started the map for the DKT3 1000 brushes Winter Pack (launched in October/November 2004). I missed the "delivery date" in early December, due to the birth of my last daughter.. :) So I decided to follow the idea of this pack: mapping with only DKT3 texture set. But here I forget the 1000 brushes limitation... (I'm rather near 4000 now !! he he he...). Furthermore, there are no Hexen2 textures in the map, only DKT3 textures, and one extra textures (for "rockish generated terrain") coming from a wad file I found on "geneticrose" web site (which doesn't work any more...)...

In anyway, thanks to all for your feedback.. I will post more screenies later, with a better quality I hope.. ;) 
JPL 
jeez, turn your brightness down :(

When someone with their brightness where it's supposed to be plays that it'll be dark as hell. 
:| 
Fjoggs 
Linky no worky for me :( 
Worked 
worked a few mins ago, sure it will be up in a short while... 
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.