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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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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. 
Pushplay 
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated. 
Robotnik 
Aliasing's a bitch. 
Heh 
you could do some funky trickjumps off the rocks if they are not clipped off. 
Grate Flooring 
nopicmip and nomipmaps (iirc) in the shader may help. 
Eggs 
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though. 
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived. 
Eggman 
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.

nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10. 
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