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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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Crates 
Surely, it just needs a few crates? 
Snaga 
release a beta? 
BTW 
Hurray! 
Looks good, u 
Woohoo 
It's Dagnabbit hunting season soon! Just let me crossbow and head out into the highlands! 
I Will Work Now =) 
thanks shambler

I understand what you mean and i will work again on this map after my exam... for another texture I will use the "jackboot pack" the bricks are green but i can filter it in red. I m agree with u I must use irregulary brick textures. I will work. 
Ugh, Editor Shots :| 
ke, here's some partly artia shots, but it's kinda small sized artia. :p
Not all that satisfied with it, but i guess it's ok.

http://www.infosprite.com/members/Fjoggs/shizzle-3.jpg
http://www.infosprite.com/members/Fjoggs/shizzle-4.jpg

And for no reason:
http://www.infosprite.com/members/Fjoggs/shizzle-5.jpg 
Very Funky... 
...completely nonsensical, but very funky =). 
 
Neat. Quake 3? Looks good. 
It Looks A Bit Balish To Me 
New Textures If Anyone's Interested 
Industrial style, made of UT series but I'm sure can be used in any game :

http://www.planetunreal.com/phalanx/ 
Screenshots 
Here are some screenshots from my last project... It has been started since Winter contest pack.. remember...
I already sent other screenies 2 month ago, and now I'm working to improve the gameplay...
I hope it will be released before the end of June... ;)

http://lambert.jeanphilippe.free.fr/Divers/CDA5.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA6.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA7.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA8.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA9.JPG

Enjoy ! 
Lookin Good There 
JPL, the butresses look great. Only crits I see are:
1.) Some areas look fullbright. May not be a problem, I tend to make darker maps so fullbright gets on my nerves.
2.) You might want to scale up the lava texture 2x2 or 3x3. It tends to help prevent the feel that the lava is fake. 
JPL 
though I have not played any of your other maps, this one looks so much better than your past efforts, build wise.

As Zwif said, the indoor area is too bright imo, try fiddling with the lighting some, and ditto with the lava texture. 
Jpl 
very nice!
go finish it!

little hint: to make proper screens disable gun drawing by typing r_drawviewmodel 0 and crosshair 0 at the console. 
Sexy Stuff There JPL 
 
JPL 
Looks very good!
release it soon! 
More Informations 
Thanks for encouraging me, I hope the final release will give you a max of fun !!
Some more infos: the map has originally fog density set up to 0.08, and here I dicreased it down to 0.04, in order to see more stuff in the screenshots. As well, I tuned gamma correction to 1.6, which seems to increae fullbright effect... during "real" play, it's not so bright... I played the map in DM mode in order not to be disturbed by monsters.. The map is an SP map, and right now there are 117 monsters.. I have to improve gameplay, add monsters, adding skill setting features, and it will be ready ;) Wait and see, be patient...
Oh ! Thanks Vondur for the console command ;) I didn't know it.
Zwiffle, thanks for the advice about the lava texture scale, I will try it this evening ;) 
JPL 
Cool stuff. Are those Hexen2 textures? Some of the shots remind me of the last bit of hexen 2 (which I've just played for the first time -- slow on the uptake, me?). 
What The Other People Said. 
Looking good baby, it's obvious what to improve. P.S. There is no fog in Quake - maybe you need to update your video card drivers if you're getting strange effects like that. 
Mwh 
No, the textures are all coming from DKT3 pack.. As I explained 2 month ago, I started this map for the Winter Pack, but I was very late at this time (due to the birth of my last daughter :D ), then I switched to a more "personnal" project, and a much bigger one: the map is close to 32500 clipnode, and marksurface exceed 32767 max value... it is close to 33150 or something like this.... I suppose I will not be able to reduce MarkSurface value, but I guess increasing heapsize can solve the problem (you now the -heapsize field in the engine command)... I have to test this point as well.. BTW, anybody can confirm that heapsize increase (with a "big" value) is a kind of "turnaround" about MarkSurface exceedind max value? 
Shambler 
Sorry, but there are foggy effect possibilities with GL engine.. With FitzQuake, or aguirRe's GLQuake, just type fog in the console command, and you will get the explanations... something like fog <density> <R> <G> , with each value ranged in 0 to 1.. (BTW, my settings are fog 0.08 0 0.5 0.5), which gives a low density fog with a blue-green color.. Or maybe are you joking Shamy ?? 
Jpl 
looks nice. 
Hehe 
Shambler was making a joke about the fog, saying that you are using a "broken" form of Quake. :) 
Beta 4 
Beta 4 of my latest map is up for anyone following

http://blitz.circa1984.com/dm_ortho_b4.zip 
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