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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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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. 
Phait 
Very impressive... Concerning the sky, personnaly I would have used a "black with stars" texture box... Anyway, the hangar and the ship are really well made... It's a very good work... Just a question: is for a SP or DM map ?? 
SP 
maybe 3 to 4 maps, maybe 8 not sure at this point. 
Phait 
It sounds to be a big project... Good luck so.. ;)
I hope to play the first maps soon.. and now go map ! :P 
Yup 
It's gonna take awhile (I'm working on Father's Day stuff today first)... I'm releasing the soundtrack probably under Creative Commons or something. 
Phait 
Yes, I think the light from the sky has too much contrast. I agree with JPLambert: a different sky texture would be better. If you choose one that's less bright, you can get away with having a lower light intensity from the sky.

Otherwise, it looks like the ship is well lit on the outside. 
Maybe.... 
I'll go with a grey or the purple sky maybe. I don't want to use the star sky since it's too dark, and the hangar isn't in space. 
Looks Nice 
What are the r_speeds in the hangar? 
Well 
It's not full-VIS'd yet, so it's like 2200. 
Hmm 
apparently, there's a not-so-subtle trend among mappers on this board...

http://www.qwplayers.org/inertia/saq.png 
Quake3 Screens 
http://www.quake3world.com/forum/viewtopic.php?t=51&start=455&sid=5e47c0b423318d75e0e29563bb30893e

Scroll to bottom of page to see neotic and scrotch's new impressive looking screenshots. 
Asdf 
regardless of the borked gamma, this has some kind of ut-ish solidness i quite like:
http://www.planetquake.com/bkp/neotic/i310.jpg

wonder what textures he's using 
Trains 
And here we have the magic of not-yet-elaborate func_trains:

http://www.phait-accompli.com/q/op/s4_2.wmv 650kb

Unfortunately with lighting on, the trains are darker - when they should be lit :( 
Phait: 
remember that func_* models are always lit based on where you built it in the editor -- even if they travel around, they still are lit as if they stayed in that original spot. 
Phait 
Nice ! 
Metl 
Ok, so if I have a light near the train(s) it'll be lit no mater where it goes? 
Yes 
yes
yes 
Yes 
 
Fjoggs Curvy Map 
shots from his map that he was showing editor shots of before, now with lighting and textures :

http://www.quake3world.com/forum/viewtopic.php?t=51&start=455&sid=96570c7f13f312f2ce10d956b267072a

Again, it's at bottom of page. 
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