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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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Rpg: Nice Start Map! 
that hand sort of reminds me of the one that brushboy did for Gunman TC, that he showed a shot of in one of his tutorials. 
Yeah 
They are in similar poses, aren't they? I didn't even realize that.

And thanks for the compliment. 
My Bro's Map 
My brother, Ben (who is called Makkon), created a map that I took some screenshots of.

It's so detailed that it just goes too slow to be playable, but it shows some pretty decent skill. I just thought you all could give him some useful feedback.

http://static.condemned.com/makkon/cast2/

The download doesn't work right now, forgot to put it on the zip disk. ;)

I'm wondering if he could make use of the eye candy entities to replace some of the repeated architecture with some models or bspmodels, or if that would just slow it down even more...

Anyway, he's got a bunch more maps that I intend to screenshot and put up there. Most are very detailed (he'd be great for Q3 or UT2003, or even doom3 when it's out; but quake runs too slow). Hopefully he can get some real good advice from y'all. 
Evile 
That does look pretty cool; although, some of the walls look flat and uninteresting. He could probably put some trim around the windows and on top of the walls to help make that better. However, then we get back to r_speeds.

He may want to consider using a lower-res mesh for the rocks to lower the r_speeds. If it was for Q2, he could try making a bunch of the brushes used for detailing into detail brushes. But since it's for Q1, he could make those detailing brushes into func_walls. There's a great article over on Rust that offers many tips for reducing r_speeds in Q2, so maybe he should check that out; there might be some relevant stuff. http://www.gamedesign.net/?file=rust/content/quake2/tutorials/poly_count

But then again, your brother may already know all this stuff. 
Thanks Rpg 
My bro is kind of like me. He knows a lot, but it's scattered all over the place, so just when you think he's either an idiot or genious, he goes and surprises you. I'm exactly the same. :)

I'll definately send him this info. In fact, I'll try to get him to register and start posting. He could learn a lot here. 
Yo Bro 
should learn to block the vis 
Yea 
He's been learning that recently. 
 
*ahem* 
Yay for Scampie who made a single hall and placed a scrag therein!

I'll be impressed when you finish it. 
Heh 
i was impressed at how accurate that was rpg.

looks good scampie. nice lighting :) 
It's Not Accurate At All! 
there are 2 scrags (the other is above the player)! and there's also another hallway you can't see! 
Heh, My Apologies! 
you may consider putting something on the walls between each arch... it seems just a bit bare at the moment. maybe sometype of alcove? 
Ha ! 
Great light effect i like it ...
When can i kill the scrag ??? 
Shirmpa 
i like it, looming, ... more scrags... higher up... LOOMING 
Maybe This Week 
Is That Sp 
looks very good 
Speedy 
Looks real nice, my one crit would be ditch the rock texture, it sucks :/ Apart from that it looks real nice, vertical too! :) 
What ??? 
What quake it is ? 
Mron 
i kinda like the rock texture, daz. dont ditch it speedy! 
Speedy Just Posted This Link In #tf 
3 Maps 
the wood/metal one, the qfraggel3a themed one and the indoor/outdoor one look pretty cool. 
Xl1dm7 
Oh Yay! 
You've revived it! I like the combination of textures, although that decon texture looks out of place. Some of the lighting looks a bit too bright, IMO, and could use a bit more contrast in a few spots (such as in the RA nook and the hallway in shot 1).

Just make sure to finish it! 
Don't Listen To Robert 
The decon looks uber nice :) 
IMHO... 
I find the texture theme too oppressive. But that's just a personal view, I can see how it works. 
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