
Aliensage
#458 posted by
spentron on 2003/12/25 17:03:21
Looks like an Unreal level, well not really but for some reason most Unreal SP preview shots are of corridors. Only exception is outdoor levels.

The Tomb Of Terror
#459 posted by
R.P.G. on 2003/12/26 12:44:55
It looks like American McGee was getting an early start on Alice while he was working on Quake:
http://rpg.spawnpoint.org/images/blah/quakealice.jpg

Beta Testing Of Q1sp
#460 posted by
necros on 2003/12/27 20:08:11
anyone interested should e-mail me: necros@planetquake.com
be warned however: this is that pseudo geocomp map i am working on, so expect super hi wpoly.
peak is around 2500 and average is around 1000.
(there are low areas, around 600ish)
in general, you should have a fairly recent videocard and a pretty quick processor.
a 1ghz + geforce4ti4200 runs the map fairly smoothly with about 40 fps.

Some Old School Screenies
#461 posted by
madfox on 2003/12/27 22:27:14
Made a few screenshots of the first 6pack
of The Abandoned: Wanderer.
http://members.lycos.nl/portable/newpage.html

Madfox..
#462 posted by
leviathan on 2003/12/28 00:39:19
Seriously, you need to drop those ugly purple textures. You build quality is decent, but those horrid purple textures bring down the work you've put into the levels.

Agreed...
#463 posted by
xen on 2003/12/28 12:26:00
Lose the purple. Other than that, shots 2 and 4 are kinda okay.

Purple Rain?
#464 posted by
madfox on 2003/12/28 12:31:11
It were the textures coming with Thred.
There was a brick1 texture what was even more awfull. Spent days to change the texture names
by hand.6 x 480names. But that in was the time of QMAp. But also the reason I tend to these.
Made myself some green textures, and borrowed
from other mappers.
I thought it gave the maps some warmth.
BY which texture would you change it?

Beta Testing
#465 posted by
GibFest on 2003/12/28 16:27:11
Im always up for some david.carter@boltblue.com

BWSP1?????
...what's that? Never heard of it! Where can I find it? Is it Q1SP? (quite a lot questions)

Which Texture Do You Prefer?
#467 posted by
. on 2004/01/03 07:06:21
#468 posted by
. on 2004/01/03 07:09:59
I'll change that ground tex depending which wall tex I decide on...

Shot1a
#469 posted by
nitin on 2004/01/03 08:38:27
although shot1d looks ok too.

D
#470 posted by
xen on 2004/01/03 08:58:13
A is kinda overused
B is harder to light well
C is more of a ground/ceiling texture
E is a bit too murky, more of a dark, dank swampy type rock

D,
#471 posted by
necros on 2004/01/03 11:12:22
then switch back to the rock texture you were using in the other tunnel (if you make a tunnel in that opening...)

B Or D.
#472 posted by
Shambler on 2004/01/03 13:10:14
B is nice for rocks, quite natural and a good contrast.
D doesn't even pretend to be rocks and fits in well as a built style.

Blitzdm1 -- An In-editor Teaser =)
#474 posted by Blitz on 2004/01/04 02:16:16
www.tmsexchange.com/blitz/blitz1.JPG

Hmmm
#475 posted by Blitz on 2004/01/04 02:16:53

Phait, A Or D
#476 posted by
grahf on 2004/01/04 02:28:08
if you were intending for a natural rock look, then go for A. if you don't mind the constructed feeling of the bricks (moldy castles are fine in my book), then D would work too. E is a nice texture but I don't think it works that well heavily used on a large surface area like that.

Oops
#480 posted by
. on 2004/01/07 11:46:36
Sorry, forgot the /shots/ dir. I have a temporary site setup at the url now. Here's incomplete PH8DM1:
http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.html

Screenshot Generator
#481 posted by
aguirRe on 2004/01/08 07:13:54
I have a large amount of Q1 bsps (mainly from the old cdrom.com ftp archive) that I want to have a screenshot taken from each one to help remembering which map it is.
My solution so far has been to use a batch file and a slightly modified .cfg file that automatically loads each bsp into an engine, takes a screenshot when the map is loaded and then quits.
This method has some shortcomings that require manual fiddling, e.g. DM maps that don't have an info_player_start key etc. Also, it only generates a screenshot at player spawn position which may be facing a wall, temporarily inside skies etc.
I've thought of trying to make use of the info_intermission position but I haven't been able to do that.
Does anyone know of a better way to do this, e.g. using some utility?

Well
#482 posted by
R.P.G. on 2004/01/08 08:49:47
Paul was working on a Quake front end that had loads of map info + screenshots. But it didn't take screenshots; those were just ones he took manually.
http://paul.fov120.com/qlp.html