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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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God Dammit 
I typed a whole reply and the board ate it with a sql error. Posting first to make sure it won't happen again. 
Right, Anyway, Textures 
Bleh, what had I said before?

The textures are a mash from the Reckoning expansion. The nice rock in shot 1 is from Koohoo (which is from ... hexen?) and the less nice rocks in the other shots are from Reckoning. I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.

bambuz and distrans are right - there will be some sizzling of Rangoonshinaa (from Koohoo - uzuldaroum is the DM map) at the end, but there'll be a bit of a puzzle involved in configuring the electrodes right. >D

As for the slime - is it that bad? It used to be e1m2-sky-purple which was even worse, but I don't know how else to color it.

Jago, I'm digging the grey, but you might turn out to be right - I'll see how wierd it looks once I put in brown Quake monsters. But, with most of the map built, just replacing the entire texture set won't exactly be simple ... 
FINISH THE MAP. 
That is all. 
FINISH THE MAP. 
That is all. 
Yes 
lunaran, finish the map before you turn pro completely. 
 
yeah, some bad texturing
but whatever 
Phait. 
Okay, cool, well, good luck with the mapping. I can't comment on the storyboard as that stuff has no interest to me until the add-on pack it's part of is complete (like in game preview videos, I never download the "cinematic trailers" as they are just irrelevant bullshit compared to in-game trailers). But I hope it works out anyway, and yeah keep going with the maps and all. 
Hmm 
I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.

Yes. Yes it is. It even raped my mother.

Other than that, looks wicked Lun. Personally I like the grey texturing, although maybe a bit more of the tan textures from the 4th shot would be nice.

And as for the slime, I like the green, but maybe a slightly more vibrant shade. 
Lun 
The slime looks fine to me. But I really hate fussing over the shade of a texture, so maybe that's just my general view of texture choices. 
Yes Lun 
Listen to Vondur's words. 
Lun 
screenshots look excellent.

and...finish the map! 
Mmm...slime... 
You know, I actually like that green slime. It stands out, but then again a great big lake of poisonous slime SHOULD stand out. 
Few More Shots 
Still working on the freighter ship. The back needs work, and some detail work maybe on the rest of it. The engine glow texture I'm not entirely happy with, but I prefer to work within Quake's stock texture set, it's more challenging even if limiting.

The pipe stuff inside the ship looks fine in editor, but in-game you can see some cracks. I guess they could be there for effect, but not what I originally intended.

- http://www.phait-accompli.com/q/op/1.jpg
- http://www.phait-accompli.com/q/op/2.jpg
- http://www.phait-accompli.com/q/op/3.jpg 
Awesome Phait 
Yeah, change the engine texture.
Hope there's a believable way the crates were loaded upon the ship... 
Yeah 
I'm still thinking of where I want to put like a loading door/bay thing, I figure from the other side, would need to remove some lights n' stuff (left side interior). 
Phait 
Eh-eh !! Nice starship screenshots !! It reminds me some seventies science fiction series ... cool ! 
Phait 
Loading bay doors could easily go in the floor of the area where the crates are and you can turn the pipework into an overhead gantry for the lifting gear. Lots of industry now uses suction to move objects about, including large crates, so no worries about forklift trucks or pallets (I read this argument recently about crates being in places where crates shouldn't be and it just shows how inexperienced in life some people are - http://www.ergonomiclifting.com/ )

Also, for the textures, you could manipulate some of the standard textures a bit to give a throbbing effect - look at the 'slip' textures to see a throbbing red colour. I am not saying use it but it gives the idea.

Anyway, just an idea. 
Phait 
Fairly nice shots

If at all possible, try curving the pipe instead of angling it. I think it would look better. 
Curvy Pipes 
These are really tough only because the pipes sections themselves are semi-circles. Even getting things connected as they were is a bit of a problem on an angle. Like I said, appears fine in editor, but cracks are visible in-game. Ever tried to do vertical pipes that curve? Tough huh? ;-)

I like your idea about lifting gear, Mike. 
 
Maybe try scaling that texture up even more on the back of the engines so that you just have a solid light blue glow instead of the lines. I would also recess that blue section into the engines slightly so that you can stick a really bright light inside the rim of the engine. Might make it look more convincing. 
Looking Neat Phait 
Interesting idea and it's looking pretty good already. BTW, you need to fix the textures at the edges of the ship where the brown plates meet the techy stuff in an Unnaturally Abrupt Texture Join(tm) - a pet peeve of mine.

Anyway, keep it going.... 
Is It CZG Big Yet? 
I Like The Phallic Imagery 
 
Phallic? 
Quick Flythrough 
http://www.phait-accompli.com/q/op/s4_1.wmv 1.8 MB

I'm wondering if the light coming in from the sky might be too contrasting w/ the rest of the hangar or if it's alright. Of course, I'm still working on everything here, so there won't be a headless ship or a big gaping sky at one end. 
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