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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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Phait 
For the lightning improvement of the first spiral stairs style: you should remove the "flying" lights, and use 2 small lights on the stair sides (like there are already on external side of the spiral stairs)

In anyway, I really prefer the second, which ease to have good lightning effects without too much work... 
JP 
The 'floating' lights are going to be connected to the ceiling or the tower (that the stairs wrap around).

I could put spotlights on the tower (inside of stairs) but it looks bad, as some of the spotlights cover more than 1 face, and thus are wider than they normally would be. 
Phait 
What light, wait and delay field values are you using ?

I guess using some "low" light value (around 50), delay value 2 (1/x� attenuation) and wait value 1 could do it properly... Did you made different tries in this zone ? 
Nah 
I never use any of that stuff... confusing. 
Phait 
What do you mean by confusing ? The field names I used instead of angle, mangle, etc... ? 
HOM 
I recompiled almost all maps fom the abandon with new compilers and Quark 61.
They do look better now, but I'm a little concerned.
After finally recompiling untill all leaks were vanished, I'm confronted with a new HOM error. Arg...

Strange, because some HOM effects disappear with a vis level 2, although I can't get rid of the regret they aren't vised level 4. 
Tower Lighting Again... 
This is kind of what I've settle on texture wise, looks better - but I'm still open to suggestions:

- http://www.phait-accompli.com/q/s4/pre/tower6.jpg 
Texturing And Lighting Looks Good There 
the curved walls are too flat. inset the brown rivets so the blue blocks stand out (like the strip lights are), or make some structural girders that connect the outer wall to the inner cylinder, or both. Curves look nice, but they often look even better when you break up and modify the curviness a little.

I'm also not sure about that long thin light brush that comes all the way down from the ceiling. looks odd to me. maybe it could angle off the wall at a lower height?

you asked for suggestions, you got 'em.

most importantly, trust your instincts, you needn't ask us if something looks good every time you make a change. 
 
Grahf yeah maybe, but maybe not 
Was Thinking Of Breaking Up Walls 
as well, but imagined what a nightmare it might turn out for BSP (or at least semi-nightmare) as theres alot of tall brushwork there that makes up the outer wall. I just made a 128x64 custom texture of the blue metal-block + brown rivet tex so I didn't have to split up the wall any further.

I like your suggestion of connecting the tower to the outer wall... I'll see how I can work that in. Thanks! 
More Of The Same (Or Mebbe Not) 
Got some Myrmidon screenies up at my spawnpoint site, at http://biff.spawnpoint.org/gallery . Nothing new, really -- but I thought I'd better get some game-related content up in case scampie was looking for fat to trim ;D 
BIFF YOU'RE ALIVE! 
And mapping, great :D Whats new? 
Biff 
Great stuff! Go idbase! 
Biff 
Wow, what a beautiful base ! Very interesting ! I like all these "technics details", and the use of the ID base testures is really good !! Even if I think lightning effects could be improved just adding a little bit more contrast (i.e light too 'flat', not enough shadow here and there,... but it's my humble opinion of rookie mapper .. ;)...), this level screenshots are very good, and I'm sure this level will be fun to play ! When is it planned for release ? Keep it up, and go map ! 
Yes 
Pretty nice stuff biff0r! 
Yaey! 
cool base biff! 
Biff 
Your base maps are enviably sexy as always, but weren't the last two maps from you the very same style?

I'll still play it when it's done, but I would kill to see you experiment. 
 
Biff: its great, nice to see some strong style and originality in the era of SPOG/CZG ripoffs and 'old skool'... except the ID base - could you use any other textures? 
He's Already Including Some From Duke 3D 
;) 
Biff 
that has got to be the most beautiful idbase level i've ever seen. 
Nice Site Too, Biff 
 
Thanks, Guys =D 
I hope to finish it sometime before the next decade, yes. Currently it's in a state of flux, since I have been rebuilding some areas to improve VIS-friendliness and overall flow, if possible. I get too carried away with the details, and make stuff that gets too impractical (being the shallow bastard that I am), but hope to mend my ways =D

Yes Phait I am alive, and hope to get all of my current mapping projects at the gallery site, and at least be able to keep things posted that way (Thanks for the site praise, 'Thump, but I just DLed the code from sourceforge.net -- will be tinkering with the look of it soon).

I do agree with you about the lighting JPLambert, the lighting has been rushed as I have been more interested in the brushwork and just let the lights go for the time being (not to mention a lot of the texture placement), but will certainly tweak everything soon enough.

Lun (and Speedy, I'm guessing), as usual you're right -- I had been playing with some medieval-themed stuff, but it has bled over into other projects and other games (more about that soon, if things work out). My other idbase stuff fell short of my own expectations though, and I hope Myrmidon will be what I've always wanted to build since I first tinkered with Deathmatch Maker so long ago ;D

BTW thanks a heap, Tyrann -- good to hear from a fellow BASE_EMBRACER ;D 
Respect... 
...the guts of this mapper. Even a hard drive meltdown hasn't stopped the vision.

HuG you biff! 
Mmm.... 
That's purdy.... 
A Little Something For Ya... 
First, my inspiration. It's a temple in Durbar Square of Kathmandu, Nepal. I've been digging this architectural style lately:
http://img42.imagevenue.com/img.php?loc=loc119?=a53_taleju03.jpg

Now, my quake recreation:
http://img36.imagevenue.com/img.php?loc=loc134?=39f_MacNehahra00.jpg

http://img7.imagevenue.com/img.php?loc=loc92?=9ba_MacNehahra01.jpg

http://img42.imagevenue.com/img.php?loc=loc176?=1f7_MacNehahra02.jpg

Haven't decided what to do with the bottom part of the building yet, so it remains blocky for now. 
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