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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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Re: Pain Of Perplexity 
shots look good... i'll d/l... 
Had A Look See 
visuals look very nice. consistent theme and quality. couldn't really find much to fault with the brushwork, except that the moon lights seemed to be placed a little haphazardly. in one stairwell, there were 2 lights, one on each side of the stair, but at different heights, which looked kind of odd.

still, it's a great looking map :) 
Re: Pain Of Perplexity 
Some really nice new textures in there. I like the look; makes me think of a cross between Cardigan's Estatica ( Q3 ) and the terracota city textures from e1m5/e4m4 ( Q1 ). Neat shader work, such as the teleporter and skybox.
I don't like that the jump pad texture is square.
Haven't played it yet, but it seems like a good layout and a reasonable item load. 
ADHDhazard 
I would`nt count on coop - its hard to get ppl to play it for such old game as quake, thus coop-only map would be unplayable for most.
If its normal Single Player, with just coop as an option - ok then, but dont sacrifice gameplay for coop compatibility.
Also QW is not 100% compatible with normal sp 
Mortisville Shots 
I've spent the last few evenings cleaning up the Mortisville map. As AquiRe pointed out to me, there were an excessive number of HOMs, and some other other errors that reveal themselves in the compile. The map is now clean as a whistle, and ready for the next round of development.

Given, all my previous screenshots have been terrain and building exteriors, here are a few interior shots:

http://img47.imageshack.us/img47/8103/mv5iq2.jpg

http://img322.imageshack.us/img322/6922/mv6eo7.jpg

http://img180.imageshack.us/img180/4317/mv7cn0.jpg

http://img56.imageshack.us/img56/2788/mv9fy6.jpg

Pics have been remixed in Gimp for visual clarity and are not necessarily reflective of the lighting in level.

Previous screenshots can be found here:

http://qexpo.quakedev.com/booth.php?id=15 
Re: Mortisville Shots 
Pics have been remixed in Gimp for visual murkiness and are not necessarily reflective of the lighting in level.

Fixed your typo :) 
Re: Mortisville Shots 2 
Regarding your actual level, it looks like you could benefit from some additional textures, including some trims added to some structures, and varying more the construction materials used. 
Agreed... 
The Mortisville architecture looks more ambitious than the texturing. I hope the next round of development includes correcting misalignments and breaking up those big blank spaces. (And please lower the floating flames in shot 3.) Impressive, though :) 
cool architecture, but texture alignment is hurting, esp in the second shot (http://img322.imageshack.us/img322/6922/mv6eo7.jpg)

nad yeah, like metl and generic said, needs more texture variety to bring out the brushwork. 
Thanks For The Comments And Typo Correction 
So far, I've put all of my attention into the geocomp and technical matters. Even at its current size it is still only 3543 brushes, so there is still much to add.

The texturing is sloppy 'cause I've been back and forth quite a bit on texturing. At one point it was all IkBlue and then IkWhite, but those didn't work for these designs.

I like how the Q3test textures work for the exterior shots, but as all of you point out, more variety is needed for the interiors (though these compliment the traditional Quake Runic set quite well).

Kell's Knave is one possibilaty. Or, I could take his advice and make my own, as I have plenty of designs that would translate well in
Quake. That would add at least a month to the development time though.

One last thing, this shot was suppose to be included in the others, and it is probably the best one!

http://img150.imageshack.us/img150/1797/vm8ag0.jpg 
HeadThump... 
...with a work of this quality and magnitude, who cares if it takes another month. A set designed by you to clothe the specific architecture of this level would send it over the top. Please consider making your own textures. 
Prey DM Map 
Re: Prey Map 
it's very busy... difficult to see brushwork. :( 
Hipshot 
Sexy looking. I like those textures. Did you make them yourself and/or where can I download them? 
 
nice texture alight zwiffle...

http://www.faqtion.org/zwiffle/screenies/SpacePiston07.jpg

go make a Quake1 map! nobody play pray :p 
Zwiffle 
Oi, colors and lights everywhere. Maaaybe scale back on that a bit. Or a lot. Otherwise, your shots appear to be of little architectural elbows you've put together rather than the map's actual spaces (although knowing that engine you may very well not have any). 
Actually 
The lights are so I can SEE the map when I run it. I haven't implemented any final lighting at all (the orange is just to see how it looked), because I've only got half the architecture "done." You may see these empty spaces of little red lights glowing from blackness - those are parts of the map that aren't put in yet. As for the colors, that's just how the textures work.

And yeah, the map is basically one atrium with little elbows around it connecting to different parts of the map. It's a 1v1 DM map, I'm not gonna put in tons of areas. 
Headthump 
architecture looks great, heaps better than your previous stuff. Texturing still needs a lot of work as others have said.

I presume it's not really lit yet ? 
Argh.. 
i'm trying to do this looping thing on a handful of files, and it seems to work on SOME files and not on others, even though i'm doing the same thing on all of them. 
That's Right 
Those blocks with the flames are just temporary placements so I can see while doing stuff in level. They'll be replaced by serpent skull lamp models eventually.

And thanks distrans. I think that would be the most optimal approach. 
Spirit 
I've done them myslef, like 99%, check the readme for that info. They are scaled down alot here compared to what I used in the beginning, I will release them with thier full resolution later. 
More Prey 
Your Map Smells Of Poo. And Monkey Wrenches. 
Looks much better than the last shot. Needs somemore details, though. And lighting needs work but I'm sure you're working on that. 
I Think... 
All Doom3 engine maps should be shown in basic brushwork first (if such a thing is possible) without the fancy lighting, textures, bollockmaps etc etc. So we can see what the actual structure and architecture of the map is like... 
ah much better, zwif. :) basically same thing rpg said. keep refining it with some more interesting tidbits of detail. it's getting there. 
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