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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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Incidentally... 
Willem you are spot on with your comment on shot #1, thats exactly the type of level I'm aiming for with that section, I've been tracking down just about every urban exploration site I can get my hands on for reference material!

Loving those shots you posted also, like others have said you don't see those textures very often in a Quake map and I'm liking the clean lines going on there too. Looking forward to it! 
Sock 
Texture set is temporary!? That looks fucking great IMO. Stylized and clean. 
Scampie 
The texture set feel temporary to me. The crowd of players the map is aimed at sort of dictates what I can use, mainly bright textures with well defined edges and no clutter. Originally the map was all gothic and moody, but no one could see anything! :D 
Huh 
i feel the exact opposite actually. the darker maps like hub, pdm6 and ztn feel much nicer in low settings than the brighter maps like pt4. Bright textures are a no go with mapoverbrightbits.

It's important that your GEOMETRY doesn't clutter though. 
Lol 
Nothing 
that's totally awesome. Did you model her yourself? 
 
yeah, i watched wall-e for the first time a couple of days ago.

it's one of the more nonsensical things i've done, but damnit, that movie was pretty good. :) 
Hawt... 
...I would. 
 
Hah! That looks cool as hell. Nice work! 
Dooommodels 
small movie of my QuakeDoom map on modB. 
 
 
Cool video but, man, learn to aim. :) 
Madfox Its Excellent! 
You really captured the feel of the doom monsters.

It would be very cool if you could do the music and the sound effects for the guns too.

Maybe some ambient sounds? 
Divx 
The divx codec made playing a hell because the framerate doubled while recording. I played it on double speed.
So I can imagine it looks cramped.

I'm trying to find the sounds but doom exports things rather snappy.
Sofar I'm glad I have all monsters walking and attacking. Only the texturing is so hard.

Like the DoomGuy, I really would like to see it crouching in qc.

http://members.home.nl/gimli/doomguy.gif 
Sock: 
Maybe the textures are temporary but judging from how it looks now I'd suggest not having that marbly/noisy look in all the textures. 
Anyone Else Wanna Test A Map? 
Doing a full vis now, so you can use whatever engine you prefer (hopefully) 
Hmm 
I'll test it, email address is on profile...

Probably on the lower difficulty settings tho ;p 
I'll Test It Too 
If you want one more tester. :) (email address in profile as well) 
Madfox 
It seems like you've still got Quake shotguns - there's a few weapon patches that change them to their doom versions - just for damage / spread / fire rate.

Everyone is so used to the Quake shotguns that they don't realise how crap they are.

Looking good, by the way. 
Heh 
Vis took 8 and a half hours, but light is finishing now, and I have to go to work already.

Will send the beta in a couple of hours, when I get a break.... :) 
Not Quake, But Whatever... 
http://necros.quaddicted.com/temp/chasm1.jpg

really trying to finish it this time. :x that's lunaran's strombine textures btw. 
So What Are You Gonna Have 
running around down there?

Looks very Half-Lifey, prob the textures help..... 
 
necros

Very cool scene. One of the things that I remember reading awhile back was something from Levelord on level design. He said that one of the things that helps a level really feel 3D in nature is to have long vistas with tall structures in the visual path to provide visual parallax.

You have that there with that column and the curved half of the hallway chunk attached to it. As you come down that hall, that piece of geometry will partially obscure what is behind it and give that parallax effect.

Looks cool! 
Ijed 
They're not actually that crap... 
Is It F.E.A.R? 
 
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