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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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one for stress :\

negke cutesy for this one ;)

http://trinca.quaddicted.com/temp/joequake117.jpg

he made a good option in this one!!! 
+1 TrincA 
Nice dude, looking forward to it. 
 
Like everything in life motivacion is our best friend!!!

thks Shambler for support ;) 
 
shops sorry :\ shambler and all :) 
Trinca 
Now it is time to release it: go finish your map !! 
 
will take much more time JPL ;)

be pacient!!! 
More Time 
on the melting iceberg 
I Need Your Help! 
here's the second beta release of my rgb deathmatch map pack. neg!ke and i have been testing these maps for years - now it's your turn =)

i'm looking forward to your feedback.

screenshots: http://files.efdat.net/efdat_rgb_beta2.jpg
download: http://files.efdat.net/efdat_rgb_beta2.zip 
Better Late Than Never, Eh? 
nt 
Better Response... 
In the "green" map there were a few times when I tried to get the megahealth and got stuck in the corner - literally suck, unable to move, in slime.

Other than that I think they were okay. :) 
 
cool efdat. you should join the 3 together into a big single player level. might need a setpiece or 2 though. i like green the best. 
 
green rockz 
RGB 
While they don't have yaw dropping in your face visuals they do radiate that special quake sex appeal in larger doses than I've seen in a long time. The only reservation I have is the mushrooms in blue, while I normally appreciate the nice forms of shrooms they do come off as too blocky and stiff to be organic and doesn't fit very well in this context.

All in all I'm very impressed just be looking at them and hope I'll get around to playing them. 
Shots Of My Current Map 
Here are 2 shots of my current project...

http://lambert.jeanphilippe.free.fr/Divers/fd16.jpg
http://lambert.jeanphilippe.free.fr/Divers/fd17.jpg

Feel free to comment ;) 
 
looks nice, but arent the ligts to flat? :) 
Wow, That Looks Nice 
 
JPL 
Looks good!

What's that texture set? 
Ijed 
A mix in between Doom3 and Half Life texture set.. I suppose I'm mapping for the wrong game :P 
Don't Think So 
There's still, ten years on, a wealth of unexplored possibilities for this game. 
So... 
.. I hope this map will please most of you.. even the Quake purists ;) 
JPL 
Looks good so far. However there are a few tweaks you should definitely consider:

1) The height of the encircling wall is too uniform, especially if the player can almost see over it. Bring the vertical intersecting bulkheads up further, or add some angles, anything to reduce the obviousness of the straight line running all the way around the top of the wall.

2) It looks like you've used a high minlight value. Please don't do this; it looks very washed out and bland. There are effectively only two light values in the outside area that we see: the sunlight, and the minlight.

The central column/tower in both screenshots looks very cool, I think. I can barely see it. Add some spotlights so we can see the curvy detail.

3) That's the marcher fortress skybox you're using, yes? To my eyes it doesn't fit the textural theme you've selected. You have muted blue and tan rust, which I like btw, but then this intense bright orange sunset on rocks sky. Especially in fd16.jpg, it just looks wrong. Actually, you might consider some colored lighting, if you matched the sunlight color to the skybox color, the problem would be gone. The textures would look more interesting and varied with subtly colored point lights too. 
Grahf 
Some infos about your comments:

1/ The player will not be able to reach this point without "noclipping": I did fly to take these 2 shots, so the flatness of the top of the encircling walls is not visible as the shots show it... But I will take this point into account... and see if I can do something there...

2/ Minlight value is 25, and sunlight is 130.. It is enough to avoid completely pitched black area... and I think I will add mor lights on the bridges betwen the latform and the central tower... it will help to add more contrast here and there in this area

3/ I used this skybox (i.e Kell's dragonheart) because of the start area... it fits well there with the rock textures I used... You'll see that in time ;)

Thanks a lot everybody for the feedback ;) 
That's Some Prompt Refeedback 
It looks from the shots that the helipad platform with ammo and a crate on it is about the same height as the encircling wall. I suppose this could be a perspective illusion though. 
 
Are you using airoplanes or is it just a wild geek of me?

map looks really good. 
To Be Honest, 
I'm getting better results with maps like the Zer_turtle where there is no sky lighting, than earlier maps I made that used it. No matter the settings, sky lighting tends to over blend to the detriment of obtaining nice contrast in the shading colors that make up a good looking scene. 
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