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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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Working Slipgates In Q2 
http://img135.imageshack.us/img135/4806/slipgatevb5.jpg

using sunken teleporter/info_notnull combination 
It's Pretty Quiet Here 
so I might as well post my progress.

I finally committed to ripping out walls, breaking open facades, slotting floors, raising ceilings and letting air ducts sprawl through half the map. Not to talk about redoing the lighting in a more Q2 way using textures. A slipgate alone can light a whole room.

I have to say that while Quake2 is relatively plain theme-wise, air ducts are the best thing since sliced bread for making more interesting ceilings.

I got a bit fed up with my textures, and because I bot-play a lot of waste-textured DM maps from Reckoning and Ground Zero, some really stunning like XDM4 and RDM1, I experimented with that but soon saw that it didn't fit. So it's back to what works. I cut back on trim massively though.

As a result of my surgery, vis times increased but fps are still ok. I'll have to watch r-speeds though.

I discovered that bots have slight problems with the teleporters but I was able to work around that. I'll probably provide waypoint files with the map(s).

I'll spam some screenies again because I like taking pictures :-)

Upper room, room entrance and slotted walkway

http://img174.imageshack.us/img174/53/42upperru5.jpg
http://img83.imageshack.us/img83/6188/42roomam1.jpg
http://img138.imageshack.us/img138/5580/42slotskr2.jpg

former armor room entrance and chaingun area

http://img154.imageshack.us/img154/571/42railuf7.jpg

more ceiling decoration

http://img138.imageshack.us/img138/9619/42slipuy7.jpg

higher corridors, MH entrance after surgery, RL niche (formerly YA) and YA teleport (formerly RA)

http://img225.imageshack.us/img225/6011/42corrnw9.jpg
http://img170.imageshack.us/img170/2194/42rippedfe5.jpg
http://img227.imageshack.us/img227/5381/42rocketcs5.jpg
http://img146.imageshack.us/img146/9246/42yaki6.jpg 
Hm... 
there is something that i really think you should do and that is to go over all the rooms and add in some details. right now, all the walls are the same texture (that grey, dirty horizontal metal).

really needs some texture variety. :) 
 
why remake q1 dm4? errr worse map in Quakeworld... campers and spammers world!

remake dm6 best map ever made!!! 
Golden Boy 
Whilst you're at it I think you should add a bit of support beneith the stairs that go down towards Quad/SNG. They've always looked a little like they're floating, to me. Perhaps each step could overlap the next a bit. 
Heh Trinca 
DM6 is a camping map if there ever was one :-)

I have recognized the floating stairs problem.

Yes, the texes are samish. This has been a "problem" since the beginning. I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.

DM4 and DM6 OTOH are made for well-tiling generic textures. You still remember how the originals are done? Take one of those multi-purpose wall textures (grey bricks, wizmetal) and cover the whole level with it. That works if you have corridors that are typically 96 units wide, and rooms that are f.ex. 192xwhatever. If you suddenly cover that with typical Q2 wall panels (128x128), it just doesn't work. You have texture misalignments everywhere.

In other words, I'm aware of the problem but haven't completely figured out how to get around it. I'll have to compromise, unless I rebuild the level - make corridors 128 units wide, select a beautiful floor texture, nice matching wall panels, change room sizes to account for them, introduce those cool wall supports/pillars, alcoves, computer terminals, force fields, angled walls, wide trim, i.e. like a Q2 map.

However keep in mind that it's not an SP map. Also keep in mind that most of the rooms in original DM4 are damn small (no chance to just throw in some crates.) Third, it's Quake2. No pentagrams, skulls, stained-glass windows, jesuses, demon portraits, glowing runes, symbols, blood-stained stuff etc. Not even friggin' torches (DM6 is full of them.)

The ceilings were a first step and I think that already adds a lot. I started to build upper parts of walls in a different texture. I will probably build the whole basement (MH room, lava pit, lower TP) in a different texture or at least have differently shaped corridors. I have a few things in mind to make it more interesting.

Putting "more detail" and "more texture variation" on the list :-) 
 
I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.

This would actually have been a good idea. You can keep the floorplan and proportions and still make all new structures. The all new visuals would make the map feel fresher. 
He's Got A Point 
about q2's textures requiring you to map for them. Q1 textures don't have a lot of discrete seams and panels (idbase does, but even then there's plenty of textures that can just span infinite distance on one or both axes), but q2 textures are a lot less malleable that way.

I agree with the texture use in theory, but the one he's picked is a lot more high contrast, so those horizontal stripes start to become a real bad idea. I agree that they're ugly as-is though. I was waiting to see if someone else would bring it up. :) There's bound to be more material in the q2 textures than just that. 
What About 
the Q2 Prison textures? I'm pretty sure I remember some light gray bricks that would repeat okay. 
Q2 Jail 
Yuck. Technically the white-ish bricks would work. But they look like shit on those high walls. It's The Bad Place, not the Sperm Bunker. =)

I can see where you say that the grey metal is too much. I am reconsidering. Liberal changes would be in order to fit the mine panels. Goodbye to keeping the layout. I would really imagine a lava pit and some natural rock faces to go with them. Oh well, those winter evenings are long and dark, so... 
Ha. 
Sperm Bunker

And thus we have RPG's next map... 
Warp Spasm 
The beta of map 3, Bile Plant is ready, finally. Its very buggy, with broken monster counts and easy skill, but the gameplay and architecture is very close to its final state (the next phase being to fix the bugs).

If anyone wants to take a look and mail me feedback then it can be downloaded here:

http://www.sharebigfile.com/file/39142/warpb.7z.html

Sorry, no screenies.

You�ll need both Qouth and Aguire�s latest engine (I prefer the nehahra version) since I�ve overrun lots of the limitations.

Note: You�re supposed to start with both the Plasmagun and Hammer - they�re lumped at the start for testing purposes; I couldn�t be bothered setting up floating items with a func_wall.

All feedback appreciated. 
 
doidooooooooooooo 
Learning... 
about slicing up textures and putting them back together in different ways. note the 96 unit panel, and the homemade decos :-)

http://img266.imageshack.us/img266/2844/minesqu2.jpg

It took me a while to figure that out. great stuff and good opportunity for learning.

good yule to all. 
 
ijed map fits prety wel in base map pack! ;) the new Quoth , monsters fit pretty wel in this map ;)

like the map a lot but just give a quit run at work... i will give u more feedback later on! 
Cheers Trinca 
louismanning -at- gmail -dotcom-

Is my email, probably easiest.

Seasons greetings. 
IJed, 
I'll give it a run this weekend. Christmas season hasn't been nearly as restful for me as I had hoped. 
 
ijed you shoudn�t beta test like this :p when map is finish and ready to release already everybody had played :p 
Probably True 
but with my usual nit picking I tend to add a few more rooms and tart up the architecture a bit just before release. There's a few maps that won't be publicly playtested as well. 
New Projects / New Shots 
Please find 3 shots that concern my current (and new project). The title will be The 5 Rivers Land refering to the five rivers of Hell... Some of you should notice they already saw this "layout" somewhere else... ;P
So, as it is Hell, it is dark, and the ambience wil be there for sure...

Please feel free to comment...

http://lambert.jeanphilippe.free.fr/Divers/5Rivers_0.JPG
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_1.JPG
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_2.JPG

Note: Each shot brightness has been increased by 30% and contrast by 20%, so I guess it will be good most of you... at least for non blind people ! :P 
JPL 
Looks very interesting! Although that lava room is rather square. I would make it bit more irregular. 
 
look�s evil!!! 
 
1.) I hate that lava texture. I absolutely hate it. Use Knave lava!

2.) In shot 3, are those stones individual brushes or just a really good texture?

Other than the lava, looks good. 
Nicely Atmospheric 
Zwif is right about the lava though, but if you are particularly fond of that texture, send it to me and I can resample it to tile correctly. 
Glad You Globally Like It ! 
Phait: you right, I'll try to modify the terrain in order to give a little bit more irregularity

Trinca: It is supposed to be Hell, so it is obvious that it is Evil's place ;)

Zwiffle: All the textures are issued from Doom3 textures I converted some month ago. I'm using Hell level texture, and in shot 3 it is separated brushes.

HeadThump: As I said, you can found it in the Doom3 texture set I converted to Quake wad. It is available either on my website, or on Quaddicted, and select Hell part.. There are 3 or 4 lava textures there. 
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