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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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Mikko 
I�m not mapping, but I�ve done some testing in the past.

E-mail is in my profile. 
Mikko 
Sielwolf is the best playtester you can get. 
I'm Not Even Close... 
...to the best playtester you can find, but, I'd love to give it a shot, if you cannot find anyone better.
Obviously, just jokingg... I did some playtesting in the past... Address' in the profile... 
Okay 
Thanks - I'll be contacting you once the map is ready for it.

One more shot: http://i7.photobucket.com/albums/y259/msandt/dapa.jpg 
Mikko 
Try scaling the rivet texture down, and look into the appropriate way to make 45 degree trim (I'm referring to the big things on the edges of that building). Looks nice though, ikbase yaey! 
 
rivet tex looks cool i think, but yes agree with inert 45 degree texture cutoff bothers me.

looks to be a cool map! 
The Thing With Ikbase? 
trim. and a lot of it. :P 
I Think 
the door looks tiny compared to the rest of the scale, but it's kinda cool in a weird way... it's of course hard to judge in a screenshot. 
Inertia 
what IS the correct way to make 45 degree trim, then?

This made me scratch my head. You mean the slotted brown trim is not "wrapping" around the edge, so the rusty texture looks cut off? 
Hey Golden_boy... 
...I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.

The texture on the 45 degree plane at the top of the right hand side support column looks:
1. Out by maybe 2 units in the "horizontal", thus it either needs to be flipped or simply pushed left a couple of units.
2. Out in the "vertical plane", because the base of the panel on the angle does not match up with the top of the panel on the vertical. Textures place on a 45 degree angle, in most editors AFAIK, need to be either stretched or shrunk on one of the axes to make seams line up. 
45 Degree Trim 
Not sure how to explain it, but you should use the same tactic as you would for putting trim on any angled surface. The idea is to have the width of the trim be constant (usually 16 or 32 units) as it wraps around the shape. This is all in an effort to make quake levels look more realistic -- and if not realistic, at least plausible. Someone around here has a curve-making tutorial, which should help you. Not to self-pimp, but it's the first example that came to my mind: in my only released map, I use trim a lot in the way that I am suggesting to you (although usually on a horizontal surface, not a vertical one).

....I have no idea if that made any sense. Good luck! 
New Design Study 
After watching City of Lost Children again, I was inspired to build something of similar nature.

www.methodonline.com/temp/meth_test3a.jpg
www.methodonline.com/temp/meth_test3b.jpg
www.methodonline.com/temp/meth_test3c.jpg

Feedback is welcome,

-Method 
Err... 
Pretty Sweet, But 
which game/engine is it for?

Oh, and if I forgot to mention,
Pretty Sweet! 
 
Looks to be HL2. :( 
 
Zwiffle: Actually Doom 3 :)

-Method 
 
I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.

You shouldn't because stuff like that is what makes your map stand out. Look at a Than map for proof. Inertia is right, trimming adds realism. It makes your map more believable and much more pleasing to the eye (if done right..).

And come on, is it really that hard to rotate/scale a texture?

Just imo :) 
Method 
Wow, really nive shots ! Did the Hell forces invade Earth or what ? Nice ambience in anyway ! Keep it up ! 
45� Angles 
I am a lazy bu and use them. Luckily Quark has the "fit texture to face with minimum scaling". Some multiplication here and there (as too over-/underscaled textures look pretty bad) and taaadaaaa. 
Ooooh, Doom 3 Water. :O 
Awesome screenies Method.

Is it for a particular project, or just to show off? :P 
Method's Hideout Project 
JPL: The atmosphere is inspired by a French movie The City of Lost Children. One of my favorites on the list with Dark City.

Text_Fish: It's a project codenamed Method's Hideout. My goal was to create a texture set for my themes of level design which are urban, industrial and abandoned. Then it became a design study, to show what I can do with Doom 3 engine. You can find other design studies here:

http://www.methodonline.com/temp/meth_test.htm

The water I used was actually a hack. It's a shader that distorts any diffuse map. If you jump into it, you'll fall through :(

-Method 
Method 
wow very nice shots and very interesting textures. will you release them before/after your project? 
They're The First 
Original looking screenshots I've seen for a Doom3 project.

Very nice. 
Textures 
Wow 
Those are some kickass impressive textures. Great work! 
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