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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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shambler: thanks, will do

daz: thanks, will fix

tron: yes 
Inertia: 
png supports compression, you know. Maybe you should use it. 
Stairs 
Any suggestions as to how I might improve the stair aesthetics? I could give them a flat, diagonal edge instead of jutting steps, but not quite sure what tex fits just right for the side-wall of the stairs themselves.

http://www.phait-accompli.com/q/s4/pre/m1s1.jpg
http://www.phait-accompli.com/q/s4/pre/m1s2.jpg 
Phait 
stairs have been made in the past... look at them 
Re: Posts 
Phait: Texturing thick stairs like those is a tough task sometimes. As you suggested, putting a flat edge on the sides will give you more options. If you do that, then you can go with either a flat texture like you have now, or a horizontal panel. Either way, you might consider making them thinner.

inertia: Way to be helpful. At least suggest a map that has similarly styled stairs. 
Phait 
It's hard to tell from those shots - it seems you want advice for the bottom of the stairs. I would say make the bottom much more detailed instead of thick stairs - make the bottom of the stairs thin a little and put some wierd tech-ish detail underneath, such as pipes or just wierd equipment. 
Jpg Is A Proprietary Format 
What the hell? You must be thinking of gif. 
RPG, Zwiff 
Thanks. I think I'll go with making them thinner and smoothed, with something beneath them. 
Distrans 
coagula-thingy: nah, I don't know/think that voidism is such a big problem in this map - it's not like it's few small platforms in a big void but instead is fairly forgiving on mis-movement / flying around from rockets. The RA thingy seems a bit gimmicky, but has to be playtested... Might generate some interesting tactics. "If we take quad, they get ra" and timing becomes pretty important too.
Overall i'm itching to play this... :) 
Stairs 
k, this may do for now...
http://www.phait-accompli.com/q/s4/pre/m1s3.jpg
http://www.phait-accompli.com/q/s4/pre/m1s4.jpg

I gotta break up some of the walls yet. 
Phait 
Make sure you rotate the texture on the sides of the edge brushes. 
Hmm 
I wasn't gonna, actually but maybe I will. Oh also to note, these aren't the latest shots of that area - the light-thing underneath the stairs as you can see isn't even connected in those shots. 
But Maybe I Will 
Yes you damn well will.

Have a think about it - would, in a futuristic enviroment, the angled edge of a stair consist of woefully inefficient slabs of random stuff butted together, or would it consist of long strong beams??

One thing people should remember even about Quake is to think what stuff is for and how it would be constructed. Stairs are stairs so make them like stairs. Same for doorways, windows, arches, roofs, gothic pillars, floating fortresses, satanic torture devices....they should all be what they are supposed to be. 
Hmm 
Phait; Yeah, more stuff like that.

cliffs != walls 
Well 
Sorry I'm not Kinn. :) 
Bats 
Made two bats for Quake1. The first one is rather complex, 381 verts and 1076 triangles, and it looses a lot of textures on the backside.
The wings are made of just one sided triangles.
http://members.home.nl/gimli/fitz07.jpg

The other one is smaller, 275 verts and 750 triangles, and it has a double sided wing.
It looks as if this one has no gaps.
http://members.home.nl/gimli/fit10.jpg

What causes this loss of textures, causing gaps
in the model? Every time I patch them they just reappear. 
Holy Bombs Make Holy Holes, Holy Holes Make Homeless Moles 
Have you made sure the triangles aren't present, just facing the wrong way? Sometimes the normals get flipped in the conversion process. 
Tex Rendering 
I imported the model to QMLE by *.3ds and *.dxf
Then some vertices were wrong situated and I corrected them.
In the frontside they are well , but on the top they don't seem to render. When I patch the topsite, then the frontside disappears.

http://members.home.nl/gimli/quake.jpg 
Do I Have Enough Pipes? 
The beginnings of a singleplayer map. Don't really know where it's going, however (just radiant shots for now).

http://www.planetquake.com/kaziganthe/wip/wip11.jpg 
Caulk 
What's it do - besides vaguely "plug holes"? 
Phait: 
it doesn't get drawn, so when you want to save polys/lightmaps, you use it to seal up the bsp instead of a brush with a visible shader on it. 
Because RPG Is Making Me Do It. :( 
http://qmm.tripod.com/trondm3b.zip

Any comments and the suchlike before I release would be kindly appreciated. 
Need To 
Copy and paste that into the title bar. 
^Indeed 
Anyway, it's off the host again for the moment, have decided to do a bit more work on it after some constructive comments. :) 
HA! 
Just sneaked in with the DL.

I think I saw a much earlier version of this. It's cool. I like the style, and I like how it's big through spaciousness rather through an ass-complex layout. I.e. there's plenty of space to move but it's really easy to know where you are.

The new rockwork in the cave is really nice, natural looking. Good quad position too. I'm not usually a fan of teleporters but the set-up you've got works well.

I got a few criticisms but I will leave most of those until the next beta. The main ones are: NG is pointless, some areas are a bit uniform in height, you need clipping in some areas (esp below MH). 
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