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Posted by metlslime on 2002/12/23 18:27:46 |
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.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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Heh
#2390 posted by Vondur on 2005/07/26 04:29:52
looks alien
where to get this level?
#2391 posted by gone on 2005/07/26 05:56:33
ah. I miss those days...
Von
#2392 posted by aguirRe on 2005/07/26 07:10:21
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
#2393 posted by aguirRe on 2005/07/26 07:15:03
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
#2394 posted by Vondur on 2005/07/26 07:21:38
thanks, bengt!
Invein.zip
#2395 posted by Spirit on 2005/07/26 08:36:16
I'm Thinking..
#2396 posted by . on 2005/07/26 20:17:11
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
#2398 posted by . on 2005/07/26 21:29:48
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
#2399 posted by HeadThump on 2005/07/26 22:10:53
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
#2400 posted by Blitz on 2005/07/26 22:13:44
#2401 posted by Zwiffle on 2005/07/26 22:14:03
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!
#2402 posted by HeadThump on 2005/07/26 22:16:19
thanks, Blitz.
Room I've Worked On Tonight
#2403 posted by HeadThump on 2005/07/27 00:06:52
Head
#2404 posted by Vondur on 2005/07/27 00:25:12
it looks okish oldskool, but i'd avoid making so many steps on the stairs, use func_plat or less steps...
Yes, Definitely!
#2405 posted by HeadThump on 2005/07/27 01:02:19
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.
#2406 posted by R.P.G. on 2005/07/27 05:42:05
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
#2407 posted by . on 2005/07/27 05:54:17
$0.02
#2408 posted by starbuck on 2005/07/27 06:46:17
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
#2409 posted by R.P.G. on 2005/07/27 06:49:44
.
Hehe
#2410 posted by . on 2005/07/27 06:49:46
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!
#2411 posted by Kell on 2005/07/27 10:22:31
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
#2412 posted by nonentity on 2005/07/27 12:34:13
Style over substance in all things
Sod brief obstruction, it'll look cool :p
Kell
#2413 posted by . on 2005/07/27 18:12:04
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
#2414 posted by Mike Woodham on 2005/07/28 00:30:17
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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