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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.

Need a place to host your screenshots? Upload them here:
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Username: quaketastic
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About Image Hosting 
if the pipeline is not an option anymore (sad), you are welcome to use my Shub-Hub for it (maybe better than the usual imagehosters, maybe not). Just upload your images into the /images folder. The password is for uploading is ilovetheshubhub. I can't remember if I ever announced it here at func, however here you go:
http://shub-hub.quaddicted.com/ 
Hm 
I wonder how a DM map with like six megahealths would play ... could you design it such that one person couldn't lock down all six? 
Yes 
6 rooms that aren't connected, one spawn in each room, one megahealth near each spawn. QED. 
MegaLun 
I guess that would just balance it out, actually. After all, even if one person did</d> manage to keep control of all of them, they're still capped at the maximum health limit... so even though they may be able to stay at high health for longer, they don't really have a bigger advantage than they would have had they just collected the megahealth in an ordinariy map.

On the other hand, since it would be all but impossible to control all of the MH spawns if they were reasonably spaced apart, the other player/s could easily obtain the MH themselves, nullifying the advantage that the dominant player might have had.

I guess if you look at it that way, having 6 would almost be the same as having none - there would be no real advantage to be gained in most situations, assuming everyone is regularly picking them up. Having said that, it might add a random/unpredictable element to the gameplay, especially since they do decay over time - so when you pick them up matters!
 
Yes 
I have yet to master the preview function. :)

Stating the obvious - now in italics! 
Reminds 
of 1on1 in DM2...

2RA
2MH
3YA

...wtf 
Mars Blars Toot Bloot 
Hey 
The shots look cool... while the bottom text sucks ! 
That First Shot 
looks like StarCraft in 3D. The textures (and use of them) are remarkably similar to the Installation tileset.

Where are the zerglings? 
Friction 
Awesome. Please write the introduction texts for all my future maps. 
Texts Are Placeholders 
Though the corporate BS I took from the Oracle website does bear significant resemblance to ID's level descriptions. 
Far More Interesting, Though 
 
I Didn't Know They Used Java On Mars Though 
...but that might a be part of the generally hellish theme they've got going there. 
Looks Great 
when? :) 
Than: 
"Five Rivers Land"... 
The latest screenshots of my latest project... It's dark, and it's Hell.... Feel free to comment...

http://lambert.jeanphilippe.free.fr/Divers/5R1.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R2.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R4.JPG

PS: Brightness has been already increased by 40% and contrast by 30%.. so as usual, if it's too dark: change of eyes ;P 
Dante's Inferno? 
Awfull to neglect the atractiveness of that dark surounding and knowing I'll have to wait all the way along to play it! 
Jpl 
looks ominous!

Btw, type "gamma .4" in fitz before taking the shots :) 
MadFox / Bambuz 
MadFox: it is not Dante's Inferno... it's rather Doom3 Hell based... you'll see that in a few month I hope..

bambuz: As it is supposed to be Hell, it has to be ominous and disturbing.... As I'm using Quoth, I also added new sounds for the ambience... Oh, and thanks for the gamma thing: I'll test it ASAP ;) 
I Dont Think The Rock Texture Fits All That Well 
makes it look a bit cartoony. 
Yeah 
I meant the ominous as a compliment.

I like the unpredictable rock formations a lot... and that other stuff departs from basic quake too. I hope it works well. 
Bambuz 
i understood that it was a compliment: don't worry... and believe me, it works fine with the sounds :> 
Q4 Tourney Beta "Sunshine" 
Concerns:

1. The lower YA area is pretty much one-way, barring a sorta clumsy drop-down from the top, or an equally clumsy jump-and-pray to the jumppad from over RG or at +50. There's not really a place to sit and lurk for your opponent that's all that safe down there, so I don't know if it's really a problem.

2. RA<-->MH seems kinda fast, but anywhere to anywhere in the map is pretty fast, so they're probably final. On the other hand, I've moved the YAs around about four times now...

Still To-Do: Sounds, changing out the current bloody fluid for something custom that's a bit more energy/radioactive/something, more minor detailing, a bit more breaking up of huge expanses of concrete, a couple more windows here and there. Detail light settings. More bot clipping. A fair amount of decals.

Custom textures from Evil Lair and sky from Hipshot. Sabot file included (v10).

Screenies:
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss1.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss2.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss3.jpg

Downloads:
Fileplanet: http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4tourney1_beta1.zip
Non-fp mirror, courtesy of Scourge: http://www.jwivie.com/q3wmaps/pjw/pjw4tourney1_beta1.zip 
Is That A Remake 
looks very similar to one of your q3 dm's, pjw3dm5 ? 
Nope 
That map is gigantic compared with this one, and the layout is completely different, but I do like that concrete and metal look. 
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