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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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Maybe 
ive considered doing this but havent had time to fiddle with it, i was thinking of just setting up something (a script or quakec/whatever) that loaded each map with fraglimit of -1 which skips to the intermission, but then then thing is you get all that intermission text (in dm, the player list and kills, in sp the kills/time/secrets), which could probably be removed by some combination of engine/quakec mod (i dont remember what draws that stuff)

but like you said, possible problems with no intermission spot and/or the right spawnpoints, which could probably be written to a file so those maps would have to be archived manually.

seems like alot of hassle for the sake of archiving/organization, although it would be cool 
Re: Maybe 
...you get all that intermission text [...], which could probably be removed by some combination of engine/quakec mod...

You could probably use a modified gfx.wad where all of the text and graphics were replaced with blank ones. But as you suggested, it seems likely to me that some engine (perhaps DarkPlaces) would probably have a r_draw_2d variable which could remove all 2d graphics. 
Fairly Simple 
Write a tiny QC mod that puts the player at an info_player_intermission (in client.qc:SelectSpawnPoint)and forces them to face the point's .mangle (in PutClientInServer; you can just c'n'p from execute_changelevel, iirc).

If there's no _intermission, look for a _start or a _deathmatch. 
Thanks For The 
suggestions guys. I haven't thought of that fraglimit -1 thing, ingenious. I've now modified my script so it first takes a screenshot at the spawn point and then another at intermission point before exiting.

Then I'll have two pics to choose from when finally converting the TGAs into tiny JPGs.

Now if I could just get rid of the score overlay text ... metlslime, any ideas for FitzQuake? 
If You Want More Choice On DM Maps... 
set a fraglimit of 5 or whatever, and use the kill command to cycle through the spawns. 
Here are some screenshots of my q1sp map I'm working right now. These are fullbright. I just want to know what do you think about architecture before I start light it.

http://pulsar.pochtamt.ru/egpt1.jpeg
http://pulsar.pochtamt.ru/egpt2.jpeg
http://pulsar.pochtamt.ru/egpt4.jpeg
http://pulsar.pochtamt.ru/egpt5.jpeg 
This Is One 
good-looking map (I've had a sneak preview). With suitable sunlight, those textures will really shine. 
Pulsar 
architecture is ok it seems.
though, it's hard to estimate it w/o lighting because light can change the look of architecture dramatically. 
Yeah 
that architecture looks like it could be impressive, but with no lighting its very difficult to say 
Auto-screenshots... 
write a qc mod that loops through the intermission cameras doing a stuffcmd("screenshot") at each one. But, since you don't tell the client it's intermission time, you won't see the overlay. 
 
Pulsar - looks pretty nice to me, can't wait till it's released. 
Pulsar 
Looks cool. I like the large scale but make sure it doesn't get too large. The first shot looks like a DM map. The second shot is quite impressive - be wary of the wall textures though. As the others have said, lighting will be particularly important for a map such as this with a larger scale and textures that have quite a similar contrast. 
Some Things: 
i've been showing these to some people on #terrafusion, so you get to see too:

http://www.cstone.net/~greenwud/grahfsp1_01.jpg
http://www.cstone.net/~greenwud/grahfsp1_02.jpg
http://www.cstone.net/~greenwud/grahfsp1_03.jpg

q1sp, very nonlinear and openended, r_speeds expected to be slightly ridiculous. ~2700 brushes so far, architecture is maybe a bit more than halfway done. :\

Dunno wtf is up with that 3rd shot, quake took the screenshot that way.


Pulsar: looks nice! love the sock egypt textures. 4th shot has good architecture, though there is a strange looking strip of rock in the righthand part of that shot. 
2nd Shot 
very nice texture usage. Looks good, I hope it gets released though. 
I Will Try... 
gonna be a while though. 
Yeah I Really Like That 
doesn't look like anything i've seen before, which has to be a good thing 
Yes 
agree with prior two opinions. very nice brushwork.

i thought it was a dm map at first, so good job on the openendedness part, obviously. :)
i like the look of shot3, even though it's screwed up. awesome, man!
also, what would you consider "slightly ridiculous" as r_speeds? 
Also, Anyone Up For Some More Q1sp Beta Testing? 
email me: necros@rogers.com 
On It's 501th Way... 
Strange though, I have a 6pack ready for beta testing, but noone seem to notice.

Here some pix from "UnderGround"
http://members.home.nl/gimli/Quake02.jpg
http://members.home.nl/gimli/Quake03.jpg 
aguirRe: can I have your script ?

madfox: try better textures, use trims, use sourced lights (dont forget light textures), work on light in general (I suggest you use some advanced light compiler, like tyrlight, with realistic falloff)

Grahf : cool except for a "structural beam" with metal texture on the sides and brick texture on the front 
Let's See Here 
Mapist = Speedy, right? Otherwise I need your email address or you can send me an email and I'll reply to that. 
If It Wasn't Obvious 
that was a question that I need a confirmation on before sending anything. Mapist, who are you? 
 
yes, Mapist is Speedy 
Scrshts 
Eggman 
The grate texture on the curved catwalk looks sloppy. You should fix that. 
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