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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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Screenshots 
Thank the good folks from Quake1 for placing these screenshots...

http://www.planetquake.com/images/photo/index.asp?id=422729
http://www.planetquake.com/images/photo/index.asp?id=420647
http://www.planetquake.com/images/photo/index.asp?id=412350

Screenshots from converion "The Abandonned"
Greetz 
Ships Ahoy 
I have to say that ship map looks pretty interesting. Maybe not 100% in execution, but it's neat idea. 
Vis 
Ever waited 24houres on a vising theme,
and stopped, to reconcile it was 24h30min vising? 
8-/ 
 
 
Ever dance with the devil in the pale moonlight? 
Batman Rocks 
and the lihgting in those shots looks way too bright. 
Von Braun Revisited... 
http://www.planetquake.com/necros/levels/nesp13/nesp13_1.jpg

http://www.planetquake.com/necros/levels/nesp13/nesp13_2.jpg

it might look too dark for some of ya... i'm using aguire's q1rad this time, and although it's a great looking light program, it meant i had to put in a lot less lights. i find it makes it much more atmospheric though. ;) woohoo surface lights! :)

also, anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter? 
Q1Rad? 
I didn't do that ... 
Necros 
anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?

I'm no l33t person with l33tage knowladge and stuff, but maybe because calculating the bounce for a dynamic light would just cost way too much CPU time. 
Aguire, Rpg 
aguire: are you not Bengt Jardrup?
could have swore you modified riot's util...

---------

rpg: yes, but what i meant is that there is no falloff at all. it just goes 100% intensity all the way to the light's perimeter, than zero... 
Oops, 
sorry. i looked at the vis output, which is yours, and got it mixed up with the light output. sorry Riot! :) 
Necros, Rpg: 
i think it could be done. It wouldn't take THAT much longer. And no, i'm not volunteering to code it. 
... 
nesp13 is looking like a very unique quake 1 map.

Good stuff, necros. :) Dont forget the gameplay! [ if the gameplay is as good as the emptiness without, i will be happy ;) ] 
 
necros, that map looks pretty nice... a modded engine i assume? or no? Whatever, it don't matter. spaceships are fun, finish the map. :P 
Necros 
You can use dulight (= q1rad+tyrlite), and utlize normal point lights to satisfy your flickering fetish. Placing small contrast pointlights at those lamps would make them look more like real light sourses too. 
Ok... Necros... 
erm... right. anyway, since both do the same amount of damage, performance wise, i'll be using dynamic light. 
Screeeeeenshots 
I uploaded some screenies of my latest q1 dm map in progress. So, if you're interested check them on http://www.gomjabbar.de
Feedback is, as always, very welcome. 
Gom 
Here's my feedback:

Release it! 
 
Runic. Metal. Ownz. Joo.

Gimme! 
I Like It. 
Good lighting, and nice architecture! release it, dude! 
Yah, Gom -- Let It Out. 
Or at least lemme test it some more =) 
Buff: 
Join #tf and get it Baff... 
Buff: 
Join #tf and get it Baff... 
Heheh 
Why don't you mail it to me instead? ;) 
Unf Unf Unf 
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