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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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Generation Of SHINY SHADERS 
its all Method` work. I`v just posted a link
(I suggest you look at his site -www.methodonline.com - hase some interesting maps and articles)

and yeah, could do with less specular 
Smth From D3w 
Woot 
Looks highly enjoyable. 
abhor those lone columns of rivets 
Rivets Are The Shit, Man 
/me Shit Rivets For RPG 
%^[D 
Just Curious 
%^[D

Do you always make that face when large chunks of well formed metal spurt from your ass? 
Actually, Yes. 
The ladies dig it. 
Preview Scrennshot... 
.. of the end area of my latest project.. As usual, I foresee some people will claim it is too dark, while brightness and contrast have been increased by 40 and 30% repsectively...
Anyway, all comments are welcome....

http://lambert.jeanphilippe.free.fr/Divers/5R5.JPG

Enjoy ! 
JPL 
Looks nice!

Might be nice if the walls weren't simply all 128units tall. Some variation and architecture to make it look like some Satanist church or something would be awesome. 
Well... 
I'm glad that at least Scampie liked the shot... :P ...
I took note of your comments about Satanic Church details, and for sure I will add some like crucified bodies (there are some already), inverted crosses, some arches, etc.... I still have to investigate on this point...
OTOH, I also made a new test changing the skybox (using the Doom3 Hell yellow/red skybox with flying stones...), and it looks better. It is less dark and makes monsters more visible (e.g flying scrags)
I hope to finish it soon... and also that Quoth update will come soon... (Kell: any comments ?)
I'll post new shots later ;)
Thanks for the feedback Scampie 
I Missed It While Browsing Last Night 
the screenie has a nice evil vibe to it. It might be a bit quiet, but everyone is looking forward to the hell beneath CDA. 
HT (and All) 
No problem if you missed it ;)

BTW, here are 2 new shots with the new skybox

Start of the first part:
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_start.JPG

End of the second part:
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_end.JPG

first and second part are related to the split I had to do due to engines limitations ;P

Enjoy ! 
Oh The Lava 
The good old Quake lava would look better.
First shot looks fantastic apart from that! 
I Like The Lava 
and the rest, looks great 
.... 
almost as dark as before 
JPL 
symmetric trims around the pentagram (white lines)
increase the scale of the lava texture? 
OK... 
Spirit / nitin: Lava texture is the original Doom3 Lava... I maybe should increase its brightness... In anyway lava issue depends most of your taste.. philosophical question like fiend's eyes existence.... so except lava, I'm glad you liked the shots...

Speeds: As usual, you saw nothing.. When will you change your old CRT for a good flat screen ?

neg!ke: Good point, I realigned textures in order to have the trims white lines inside the area (to be give more symmetry)... It will be less visible then.. Also, I already planned to add some details in the second shots, like arches, flaying bodies, crucified bodies, etc... Maybe some blood fountains as well... And concerning the lava, maybe increasing the lava scale could help.. I'll make tests later..

Anyway, thanks for your feedback... and stay tuned ;) 
Jpl 
I liked the lava :) 
Nitin 
It's understood! 
Jpl 
The map looks great and the lava theme is to great.Lights is ok and on the 2nd picture the walls could be toller. 
So This Is Old But... 
Screens
http://scampie.leveldesign.org/st_1.jpg
http://scampie.leveldesign.org/st_2.jpg

Download
http://scampie.leveldesign.org/cv/stormtrigger.zip

I've been thinking about finishing up this old level I was working on before I got hired (about 2.5 years ago!). I asked #tf if it seemed worth finishing, and at least got a number of people saying 'looks cool!' and such, which I suppose is enough to make it worth finishing.

I ran through it a bit earlier, and there's still a bunch to do. One section of the map is missing which finishes the layout, and there's a number of detail bits to clean up. The exterior rockwalls are fine for the most part, but I'd want to rebuild many of the brushes and add some flavour to them.

Could any of you give the map a look and post any comments? I'm thinking I'll just poke away at it during the nights for the next few weeks and release it. 
Scampie 
Nice shots ! 
Thumbs Up 
That map definitely deserves to be finished. I don't know if a whole extra area would help, because the map feels too sprawly for the amount you've got in each space.

My comments:

- Most of the trouble I see with the layout is distance, specifically between the RG/MH area and the central drum. There's a long boring walk from one to the other no matter what direction you go. I say do whatever you can to chop that space and bring those two closer together if not integrate them entirely into something more open. That'll make both spaces more interesting (because right now they're pretty simple) and speed up movement around the map.

- The RG room has two ways in that each lead to one other way out each, so all you ever do is run through it without navigating. Some interconnection in here between the spaces is needed. Merging it with the center room would go a long way, and/or you could also do this:
http://www.lunaran.com/pics/stormtrigger6.jpg

- I really like how the center room and the outer yard are one big space if you peek up over the top. The outer area feels like it needs more variety in the walkable space for its size, though. There's one unintentional little loop around the slime waterfall that would be neat if it were detailed a bit and made visually intentional, with some stray bonuses.
http://www.lunaran.com/pics/stormtrigger1.jpg
Little additions like this elsewhere would help add complexity to big and otherwise kind of straightforward areas.

- A ledge or two more cut into the rocks behind the lampposts would be nice also, because they could be used as cover rather than decoration.
http://www.lunaran.com/pics/stormtrigger2.jpg

- There's two areas above to either side of the big drum that would be nice to see turned into play space also. The one on one side could provide a hole over the MH to drop through if you brought that area in, and the other (that kind of narrow space alongside/on top of the megapipe) could lead back into the central room, and provide a nice tight/interesting place for combat.
http://www.lunaran.com/pics/stormtrigger3.jpg
http://www.lunaran.com/pics/stormtrigger5.jpg
I say this because everything else in the map is a pretty standard open width, and having more hidden away places like this or behind the lampposts would add a lot of variety to the space. Adding more such variety in the inner spaces would be even better, so the whole map isn't made for railgun whores.

- There's an easy jump to the RA platform on one end but not the other. Putting a second ramp here and making you jump to the RA from either end would make it more dangerous to grab. (Even separating it into three platforms to make you have to jump twice to get to it.)
http://www.lunaran.com/pics/stormtrigger4.jpg
Having the RA available immediately after grabbing the RL might be unbalancing, too, but a lot about the item placement might have to change.

- If there's no way out of the slime, kill me instantly when I fall in. :) 
Wow. 
And that is how you comment on a map.

Thank you so much Lun, I'll keep all those in mind as I work on the map! 
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