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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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Orlmap Series 2 
http://orl.fvfonline.com/oms241.jpg
http://orl.fvfonline.com/oms251.jpg
http://orl.fvfonline.com/oms252.jpg

I have no beta testers :(

If anyone is willing to test, drop me a mail. 
Orl 
too many contrast colors, you should stick better to thу texture theme. One texture pack=one map. imho it's the best variant 
Orl 
I'm up for some testing. Use the addy in my profile. 
Orl 
I would like to test it, but I guess I'm not experienced enough to be a good tester 
Orl 
Willing. Email is in profile.

Although if it requires any custom engine/breaks any limits I'll have to decline. :/ 
Golden_boy 
One of the maps have exceeded many limits, and therefore only playable in enhanced glquake in its current stage. Once that map is finished, it will be playable in any engine.

But I already have distrans and rudl testing them, so I dont think I need anymore testers. Thanks for the offer though. 
Orl 
I can beta-test the first screenshot: Change those damn textures already, they are awful.

The second screenshots look cool, some well impressive designs with proper texturing. The lighting looks a bit odd though. But still looking good overall. 
 
Change those damn textures already, they are awful.

I'll think about it. 
Orl 
Check your mails 
Orl... 
...just sent the final T zip off to Spirit so I'll sashay through 24 tonight and record a demo. 
 
hey ho. just thought i'd post up some screenies of the episode i'm working on, currently residing under the name of 'Numen'. suffice to say it's a fairly long way off completion yet but if anyone has any feedback in these early stages then i guess it can only help. i have seven main maps planned.. two are pretty much complete, another is about 1/3 done, i have the layout down for two more and the final two are still on the drawing board. i'm hoping to get it done before 2008.. staying optimistic!

http://www2.jameson-h.com/fr/ftp/rj9k/ (new hosting so may be unpredictable) 
Sweeeeet 
interior is arranged with a nice variety of shapes and plenty of details in the design to make it look like a lived in space. Catches the eye and holds it.

Stone work could use a work over though. The base design looks 2007 and the natural stone looks 1997.

I'm looking forward this one. 
Looks Great 
especially the outdoor shots! This is Q1SP, right? 
Og 
I'm looking forward this one.

While my syntax is 10097 BC. 
Numen: 
overall i like the look of it, the fog, skybox, textures, etc. However, it seems there is not a lot of contrast in the lighting, everything feels very flat-lit. Some darker shadows and pitch-black nooks and crannies, some spotlights and bright-lit things that pop more, and some "bright light coming through a grating and casting cool shadows" type additions would be good. 
Also: 
If you're using minlight, I'd seriously consider not using it. This is pretty much my opinion on all maps that use minlight. But if you do use it, please keep it very dim, and put most of the burden of lighting on your point lights. 
Forgot To Mention 
forgot to mention that lavafall is supergroovy. 
 
looks great man ;) 
Rj 
I completely agree with everything that everyone else has already said about those shots: looks cool, but the lighting needs more contrast, and the rocks might need a little spice.

P.S. everything is better with a little (or a lot of)wine. 
Very Intriguing Numen Shots! 
Strong sense of shapes, textures and color palette. Love the scalloped walls, square greenish pavement and the big pillars... Bravo! 
Responses.. 
aguire: yes it's q1sp.. or will be, i just haven't put any monsters in yet ;D
i can't see any of the layouts working well for dm

metlslime: i too share your disdain for minlight, but have only set it to 15 in those three maps.. which is what i thought was enough to eliminate fulldark without hurting the contrast. i've been toying around with removing it altogether though, so will prob try that & post a few comparison shots at some point. i should mention that the outdoor/skylit areas use increased falloff lights to provide an overall softer 'natural' feel.. but this shouldn't appear inside

headthump: it's actually a bloodfall, but cheers :D also, when you say the stonework needs work, do you mean more detail, better shaping or just different texturing?

rpg: i agree the rocks need work in shot 9, and i intend on giving them a makeover. but the ones in the first two i'm pretty happy with

anyone else: thanks :) 
... 
Fucking hell that looks amazing.

Screw the full episode thing, just release it episodically... 
Awesome Stuff 
agree on the lighting comments.

question, some of those shots look inspired by ctf-shadar by el chicoverde. Have you played that at all? 
Rj : Numen 
Wow, looks really nice ! Cool architecture and design layout. texturing is also very well done. And it seems there is a kind of smooth foggy effect on some shots, that is really cool !
Very tasty indeed: keep it up.. and go map :) 
Rj 
Yeah, looks cool. Quite a large scale - does this hint to excessive horde combat? 
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