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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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Grahf 
That looks very solid - nice to know you're using Nehahra as well, it remains one of the greats.

You're going ahead with a full SP or you have grander plans?

Both good. 
Orl 
You got mail 
Whoa 
Cool stuff Grahf! Looking forward to that one! 
Yeah, Nice Goodly Stuff Here, Grahf 
Those deep shadows remind me of the first Thief game as well. 
If You Want A Little Criticical Eyeballing 
those trims could use some color variation. I'd avoid using the same color on the trim as you do on the dominate tiles. That one tile with the X cross I'd recommend whipping out photoshop and making the X portion a lighter tone so it doesn't look so flat. 
Also, 
similar to advice Metl once gave me, the wooden post and the brown brick in http://img260.imageshack.us/img260/1153/grahfsp00wi6.jpg kind of fade in to one another because they are almost the same shade of brown. Lighten the wooden post tile and it should bring out its material properties better in contrast to the brick's dark bulky presence. 
You Rock, Grahf. 
Digging the medieval vibe, must see more!! 
New Small Episode For Quoth - Deja Vu - Testers? 
OK people, Ive made a six map mini episode using quoth. I have sent a copy to kell. So far I havent incorporated skyboxes (but will) and it probably needs a bit of tweaking here and there. I need some playtesting done, but dont want to host a final version online yet cause obviously its not finished. If anyone thinks theyre up for the job, then please email me and I will send you a copy, or leave your email address where I can see it on this messageboard and I will send you a copy. It uses a base theme mostly, lost of quoth demons on the later maps and kell's fury texture wad.

My address: trowbridge.richard@googlemail.com

Jolly Good! 
How About 
a couple of screenshots to pique everyones interest Ricky? 
Bones 
I'm working on some new Q1 monsters, and so far all goes well. So I tried to get grip on the Q3 bones model, and it has touched me with its grey haze. Converting it to quake1 gave me a tough job, as animating frames all had to be concealed again. Made it some tougher, because it got rather thin, and then

Qmle showed up with a strange texture convertion, as well as a lot of vertice meshes, but that aside. I had the skin part right, but somehow a part of the texture keeps mirrored. I made three models now, but they all turn up with the same error.

http://members.home.nl/gimli/bone0.jpg
http://members.home.nl/gimli/bone1.jpg
http://members.home.nl/gimli/bone2.jpg

Anyone knows how to avoid this nasty habbit? 
ScreenShots For Y'all 
Here are some screenshots of me maps:

http://shub-hub.com/files/images/DejaVu001.jpg
http://shub-hub.com/files/images/DejaVu002.jpg
http://shub-hub.com/files/images/DejaVu003.jpg
http://shub-hub.com/files/images/DejaVu004.jpg
http://shub-hub.com/files/images/DejaVu005.jpg

I have now added skyboxes (evidently from the shots), and tinkered around with the ending a bit. But I wouldnt have said this version (which I'm not hosting yet) is final, cause it seems the more things I fix, the more problems I see. Took Three hours to compile the last map last night (Aargh!!!), and Ill prob end up doing it again tonight.

Mail me if you wanna playtest the NEW beta! (new from yesterday, that is...) 
Hell, Yes... 
...Mail info is in the profile!!! 
Madfox 
check your surface normals in whatever modelling app you started the model in (I'm assuming you didn't build all this in QME...), make sure they're all contiguous and none of them are reversed. 
Lunaran 
I've chequed all vertices. It seems to happen when I export the model to a dxf file.
I've had 14 verticemeshes in each frame, so I went all the 87 frames, untill I counted my dry bones. One perticular vertice seems to be the error.
http://members.home.nl/gimli/bone3.jpg

Is there a way in Qmle to make this surface triangle get back to its origin position?
Because I can't controll the outcom of the dxf files my am2000 is transporting. 
Meh. 
I'm making a Q1 episode for speedrunning right now and designing it as fast as I can to avoid getting bogged down in details.

http://www.suspenlute.com/fr3nrun1

The Egyptian map should be done by next weekend.
The obtex map is a pain in the ass. :( 
looks badass, good to see you mapping, fern! 
 
OUM textures... zomggg SEXY!!!

looking good ;) 
Madfox 
Yes, in QMe select the triangle tool and right click on the offending triangle to flip the way it faces. I've noticed that a few of your other models have also had this in places, although it's less plain to spot in them. 
Arggh, Ctrl-click 
You although you can do it by right clicking and selecting the option from the menu, I actually meant to tell you the quick way, which is to hold ctrl and left click on the triangle in question. Much faster if you have more than one to do! 
OUM Textures? 
Don't you mean Oblivion textures? :) 
Preach 
Possible I had this error in other models, but the reason was I didn't had your advice to solve it.
Sure it was easier than the vertice error!
http://members.home.nl/gimli/bones.mpg
Thanks! 
Madfox 
If you have access to max try using the STL check as well, its not easy to find but it basically finds all lost verticies, backward facing normals and open edges.

I haven't used it since max5 to be honest, but I doubt its been removed. For character models in Quake (ie. models without alpha polys) it was very useful. 
Qmle 
I've got max, but the program is so huge I never seem to get grip on it. Same as blender. I know both are programs with lots of efforts.

On this moment I can delete the triangles in Qmle, and adding a new one restores the original skin texture.

In contrary there are also some that don't.
Drawing straight on them also add the texture both on front and backside. 
Screenshot Whoring 
I would hate to give the impression that the map is almost done by posting more shots. I do indeed have episodic intentions here, which I'll say more about when I have something to show for it.

The majority of the feedback I have gotten has concerned lighting contrast and texture variation. There are several other wooden plank textures in the RT_arbor set, which will vary up the grey wood, but I have't decided which to use yet. The lighting is only marginally better, but I added subtle color values, which I thought looked different and neat enough to show off some new angles: (taken in darkplaces)

http://img474.imageshack.us/img474/8837/dp000000eb6.jpg
http://img529.imageshack.us/img529/6975/dp000002li4.jpg
http://img229.imageshack.us/img229/9825/dp000003dx6.jpg
http://img259.imageshack.us/img259/4879/dp000001xl3.jpg
http://img208.imageshack.us/img208/8640/dp000006nb2.jpg 
Looks Very Unrealish 
specifically like the Illhaven custom map pack, which is a very good thing. 
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