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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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Looks Good Trinca 
It's gonna be a slow two weeks :)

And I'm praying that this is the last base themed map we'll see for a long awhile. 
If You Need Another Round 
of beta testing, Trinca, I'll be glad to take it for a few spins this weekend. 
Doh 
And I'm praying that this is the last base themed map we'll see for a long awhile

I don't want to be pessimist, but I think this is only the beginning...... 
 
thks HeadThump already got neg|ke and ijed help they are great testers ;)

but neg|ke is evil he is never happy :p 
Nice RickyTrinc Map 
but trinca is good and is always kind. 
 
"but trinca is good and is always kind."

what do you mean? 
Qonquer Map Beta 
Looking for 2-3 testers for a Qonquer map, specifically gameplay and visuals. 
 
I'd love to give it a go but won't be able to until the weekend. If you can wait, count me in! 
Zwiffle 
I would do it too. 
Spy 
since 3 days I�m trying to reach you, but the mail keeps bouncing back (just tried again). I even registered a new accout at yahoo; the mail did send fine with that.


please reply?! 
Sielwolf 
i got your mail (bernd templous) today, i dont understand why you can't reach me? is it your or mine email glitches? did you receive the last beta i sent you yesterday?

> - the two changed outer areas near start look very bland (big scale),
maybe put some more trees/ruins etc. there

there is already almost 7000 brushes, so i don't know should i add something more (ok, maybe trees)

>- the tele texture at the MH secret seems to be too close to the walls
i never noticed 'bout first one (tnx)
the second is fixed now

>- it´s possible to telefrag the first shambler at the SK
yeah i know about it (is it bad or good?)

>- the big battle before the final lift - why do you keep the doors open
it's fixed now (when you enter in the room, the door closes, after the battle the both of doors are open now)

>the last boss door(ditto)

ps. sorry for a long post
pps. thank you for suggestions
ppps. i'll send you new beta tonight ok? :)) 
Feeling Better Sielwolf? 
 
Ricky 
i missed you :) 
Spy 
I get *your* mails, but I can�t send from my home account; I will send from the other account then (yes send the new beta if you like).

@Ricky: slightly, thanks for asking :) 
Sielwolf 
sent it to ounij@------ is it right? 
Kiddin' 
trinca,
i know neg!lke can be mean, but that's why he's a beta tester.

Here's another one of my map,
it is getting to wide again...

http://members.home.nl/gimli/fitz0006.jpg 
MadFox 
Love the way the lighting looks in that shot, in particular the way it picks out the architectural details of those towers. I think it would really help if the floors had a different texture to the walls, at the moment it's not very defined. Also, the water texture does not suit at all. If you're trying to capture the reflection of the sky, your best bet would be a golden brown colour, which would also look okay as dirty water under the archways. At the moment it looks like a huge portal to the unknown - I'd jump in that and expect to be teleported. 
 
look nice madfox 
Jigsawing 
The water texture is indeed out of order. I get some strange effects on the pillars, some of them seem to noclip, others don't.

I was glad, because the map only gave me 6 warnings. Then I decided to rebuild this part nice on grid and then suddenly the warnings went up over 300. 
Looks Good Madfox! 
Er, good luck with the warnings! 
Warnings 
The compilers warnings... I mean, when a map compiles, it is playable.

Will avoid or correct these warnings make a better gameplay?
Let's say, I've got two maps of the sanme subject, one with 6 and one with 300 warnings.

Both maps play good, what's the difference?
Or is a warning a caution or a breaking compile rule, which affects the playability of a map? 
 
If the map lights and gets through VIS without a problem, odds are you're good to go. Many of the messages that QBSP spits out are harmless warnings. 
 
some warnings make leeks and this is not good... my older maps had warnings now they dont have any... 
Me Too ! 
Well ATM I get:

TxQbsp - 3 warnings
Vis - 1 warning
Tyrlite - 3 warnings.

I used to get a lot more! THTFY had 15 TxQbsp warnings...

The vis warning scared me, but it still works so no problem :-)

Warnings are getting less & less with every map!

Deja Vu had loads of warnings and every map was boxed. I've learned a lot since then! 
Just Wondered 
Making a map is great, sure when there aren't much warnings.

It can feel such as a waist, when adding a new part which is mapped fine, suddenly raises these warnings. 
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