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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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Heh 
looks alien
where to get this level? 
 
ah. I miss those days... 
Von 
Finally found a working FP link to Invein at RetroQuake: http://dynamic.gamespy.com/%7Eretroquake/blog/?p=101

The map was featured on PlanetQuake: http://www.planetquake.com/quake1/features/lotw/sp-01-08-27.shtml

and reviewed at TeamShambler: http://www.planetquake.com/teamshambler/rev010724.html

The last two sites' d/l link doesn't work though. 
I Forgot 
to add that Invein is one of those Q1 maps where you might want to disable idgamma, as the textures are bright and a lot of the patterns get saturated and lost. 
Oh 
thanks, bengt! 
Invein.zip 
I'm Thinking.. 
That this is about the level of detail I should stop at, else I tend to get carried away.

- http://www.phait-accompli.com/q/s4/pre/m2_5.jpg
- http://www.phait-accompli.com/q/s4/pre/m2_6.jpg 
Dunno 
Lighting is thoroughly bland ATM:

- http://www.planetquake.com/kaziganthe/images/kazsp1_1.jpg

(shots are numbered up through 5) 
Kaz 
Looks interesting, although quite confined. Not a bad thing in small amounts though. I really dig the texture set, best industrial one I've seen. 
How Close Are To Completion 
Phait?

Also, what is that weapon removal console command again? I'll put a few shots of what I'm working on. 
R_drawviewmodel 0 
 
 
Phait: Screenshots are really dark, so it's hard to say, but it looks like you could stand to put some more detail in there. Go overboard if you have to!

Kaz: The shots are kinda weird, but small and cramped just how I like it. I also like the tex set, so that's cool.

Keep it up both of you. 
That Was Quick! 
thanks, Blitz. 
Room I've Worked On Tonight 
I intended it to fill out the Turtlemap, but the style of the room is very different, so it is likely to be used else where

http://img199.imageshack.us/img199/4737/joequake0042hd.jpg

http://img297.imageshack.us/img297/6237/joequake0051lg.jpg

http://img297.imageshack.us/img297/424/joequake0070fs.jpg 
Head 
it looks okish oldskool, but i'd avoid making so many steps on the stairs, use func_plat or less steps... 
Yes, Definitely! 
As it is stands in screen, it is three steps for every back plane, causing a very twisted spiral in game. I was playing around with how much I could squeeze in there before going overboard, but I have a simpler arrangement for it made now. 
 
Phait: Well the ceiling looks fine, but most of the walls look rather plain to me.

Kaziganthe: I think that might be a little cramped, but it could be ok depending on what sort of gameplay you have there and what the rest of the map is like. I definitely agree that the lighting is too bland; it needs more contrast. And what's this? Those are colored lights?

HeadThump: I don't think I like the way the wood supports disappear into the wall in joequake0051lg.jpg. Do what you like, though. 
RPG 
Yeah, I added to the walls...
http://www.phait-accompli.com/q/s4/pre/m2_7.jpg 
$0.02 
I think it's looking good, but a bit top-heavy. I don't think you should reduce the detail in the ceiling, but maybe give it some less-jazzy textures so your eye is drawn up less. I think the floor would look a lot better if you broke it up a bit, maybe with an inset area with a few steps going down. You could add a striplight on the edge of the step and then you could have some nice lighting there.

I'd like to see how this turns out, your recent shots have all been pretty interesting Phait. You do realise your door is the wrong way up, though, don't you ;) 
I Was Thinking The Same As Starbuck About The Floor 
Hehe 
The floor is being worked on, as I have plans for that, that fit into the level progression. The door orientation - yes, it moves up-down but hey why not.

I'll experiment a bit more with the ceiling textures. Thanks! 
 
yes, it moves up-down but hey why not?

because it's far more likely the player will be obstructed when trying to pass through it. 
Hmm 
Style over substance in all things

Sod brief obstruction, it'll look cool :p 
Kell 
because it's far more likely the player will be obstructed when trying to pass through it.

A valid point, but that depends on the door speed as well. 
Opening Doors 
If two doors open sideways, each door needs only to open (say) one foot before you can go through (quick). When a door opens vertically, you have to wait for it to move the whole of your height before you can go through (annoying).

If you have two doors opening vertically (one up, one down) you still have to wait, and, as you cross the threshold, your car keys fall into the gap where the lower door moves into! 
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