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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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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. 
 
Well, Quake is an ancient game engine. The fact that we can make maps for it at all is something of a miracle. :) And yes, errors can be disheartening - especially considering how little Quake does to help you fix them.

"new portal clipped away"

Oh thanks! Yeah, I'll get right on fixing that. Sheesh... 
True That! 
Yeah, it's pretty amazing that the engines and tools still run and are fairly solid (and we have some nice new versions to play with as well).

The mystery errors and (at times) seemingly unfixable problems can really break your spirit though, at least when you're starting out with the Quake stuff. You learn real fast that you need to get it compiling ASAP, and do regular builds to make sure QBSP and the other tools are still happy. At least that way, when the compiler does choke, you'll have a pretty good idea what killed it (likely something you recently added).

The best error I ever had with QBSP was some crap like CHECKFACE: BUGUS or something similarly cryptic. I wish I could remember exactly what it was (not sure if that's it). Anyway, after hours of searching on the web, all I could find was one post or webpage about the error... some guy reckons he asked Carmack about it, and he supposedly walked away muttering and shaking his head...

Not sure if that's true or not, but it makes for a good story. :) 
 
Yeah, that reminds me of when I started out. I would build 2 or 3 rooms before compiling. This was before editors would load the pointfile or any of that helpful stuff. What a nightmare.

You really do quickly learn to get the new area into a sealed, compilable state before adding all the trim and detail work. It's just not worth it to fly blind. 
Noob 
real bad with maths, but if I compile two maps without errors, the both still can give a lot of them.

that's what made it so diverse. I used to make maps from one room to another, just watching where the error count goes.
Now I compare parts and put them partly together, arised with that error count.

I'm not using prefabs, probably the reason. 
I Seem To Have Developed A Technique... 
...just watch yourself when your making something. Rectangles and cubes are no problem to keep on the grid, but when you start messing around with triangles or wedges, just make sure its on grid. Also, we all know you can overlap brushes in .maps, but the point where the lines cross - that has to be on grid! I think this is a big causer of errors - lines overlapping off-grid. Cause you KNOW Qbsp is gonna put it on the grid, and it might no necessarily go where you wanted! All of a sudden you have a bad bsp. 
 
"Also, we all know you can overlap brushes in .maps, but the point where the lines cross - that has to be on grid! "

I really doubt that's the case. QBSP doesn't snap the intersection points to the grid, just the brush vertices.

I might be wrong on that count as I haven't studied the code in-depth but a BSP compiler that snapped every resulting vert to the grid would be extremely limited. 
Hmmm, Interesting! 
Well, ha ha! It occurs to me that I dont know what a vertice is!

http://www.mediafire.com/imageview.php?quickkey=01ftmszvgzm&thumb=4

But heres an image, possibly better explaining what I mean (you may have to make sure you are viewing the image full size)

I know that the Doom3 engine allowed things to be ultimately snapped onto a 0.125x0.125 grid...

I assume, I suppose, that things have to be on grid. I dont really know.

It would just certainly explain a lot of the problems and issues I have run into while mapping. But I do strive to understand it better, so please, explain... 
Hmmm 
you might have to download that image to view it! click the link and then select "download image", on the website... 
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