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"How many people really run in software mode? "

I will from time to time. It captures that original "feel" that modern engines just can't quite hit. FitzQuake comes closest to matching it though. 
 
Ok and yes I've been looking to remove those in Wally without ripping those textures up too bad. It's definitely a considerable change. I think one thing that may be a problem is that texture matching may differ once those are remipped, so the textures won't look right when tiled to each other eventually. It's worth some work and investigation. I don't want to take the ambience out of it by replacing the textures, but that may be a final solution if all else fails. Thanks.

Also, I don't want to give the impression that I'm dismissing the use of software run Quake. I think I left that statement a bit vague...I respect the crap out of what John and others have done to take the code to higher standards, I just need to test these out in a ton of engines before release... (that's why i'm still in beta) :D

Also, Spirit, That wood tex is getting replaced and aligned. I had texture lock on when i moved a bunch of them around :\ I'm also adding a ton of loose bricks to both maps for ambience.

The centertext triggers are going to be key to puzzle solving in later maps, so I want to keep them atm. I just won't overdo it, may tone them down a tad as far as wait times. Come on nobody laughed at the 'Djinn Antonic'? At any rate, I want this to be very un-Quake but a combination of Quake and H2 puzzle styles. The text is a fun part of that and allows for an immersive story which I feel Quake lacked, but Hexen II 'tried' to hit on.

The floor stones are meticulous enough in the lower aread to give you an idea as to where the secret is. I know it's a bit dark in that area and I didn't give it any clues on the texture. I hope people won't hate me for it ><. 
I Love The Style/theme 
Basically this map rocks!

Maybe another room on the start map.

Please leave the stained glass windows as they are - the fullbright textures there look sweet IMHO.

I like the fact the you get mobbed by dogs if you dont start off shooting. Leave that in too.

Get in touch with Ijed maybe when you've finished this and do a map for the Remakequake project (thread is in the dicussion section of func_)!!!

nice work 
 
Ooooh, I only meant the "uh-oh" and that other one (was there, wasn't it?). The messages on the tomb are very nice! 
GL_TEXTUREMODE NEAREST_MIPMAP_NEAREST 
GL_FLASHBLEND 0 and so on... and I dunno if there's any software charm to capture 
That's Pretty Nice 
Definate Koohoo and then This Onion influences.

I wouldn't make the tombs cause damage though - its only low but I was pissing about to read the text before I noticed my armour draining away.

Might be good to complicate those with some zombie spawns instead.

You could probably replace half the Vores with Shamblers.

For the finale It'd be nice to see lava bit open and a load of spawns. Just an idea. 
Lava Pits 
 
 
looks awesome, this texture set is very good and the lights are nice! keep the good work! 
Btw 
this reminds me that old norvegian winter pak :) 
Spirit 
Very good use of DKT3 texture set there... Shots are very nice ! 
Nope 
The texture conversion issues are glaring. The glass windows look really bad with those spotty/discolored areas. It's not just stray fullbrights, it's the pallette change from Daikatana to Quake.

I don't think using 100% "alien" textures for a map is very good. The screenie with the HK and ogre infighting looks very much like "Quake monsters having a field trip in Daikatana".

Their skins use the Quake pallette as intended, while the converted textures come from a different pallette. Thus, there is a mismatch. Textures and monster skins were created for different games, and it doesn't go together.

It's something else if you hand-pick Daikatana textures to go with original Quake ones, though. It's also something else in DM maps, because you don't see any monsters. So it can work - until you see Quake player models in the map, which again creates a misfit.

It often happens that a mapper becomes so fascinated with a game's textures that he wants to use them for the entire map, forgetting about all the issues that he is creating, because from his subjective perspective (through his momentary glasses of excitement) the map looks great.

But the map is only a part of the game. Quake monsters in what is practically, artwork wise, a Daikatana map just look shit. Smoothing over problems with bloom effects using certain engines is kinda dirty, too.

It's simply bad/no art direction.

Sorry for raining on the parade. But that's simply how it is. I'm sure they are great maps, but I could never get over the art direction problem.

This is only personal, of course. So... feel free to dismiss this comment... 
That Horse's Legs Much Be 50 Feet 
I love the art direction of the map. I think it looks incredible and quite unique. I wish more maps will pick up this dark and evil medieval theme. To me the textures are very very much fitting Quake.

JPL: Not my map. ;) 
 
I wasn't talking about only the map, I was talking about the map as part of the game (monsters, items, everything that is on screen). I think saying that the glass window textures look "incredible" is a bit questionable. Need glasses?

I was not even trying to be mean, just honest.

But anyway. It's UPG like much of what I say/post/write. 
 
10c 
 
don't agree with everything gb said, but yeah, saying the glass texture looks incredible, let alone even 'decent' is ludicrous. the errant fullbrights make it look like complete shit.

once those fullbrights are cleaned up, i'm sure it'll look fine. plenty of maps have been done in completely new textures, and they look great. doing a map is all (or most) DKT textures isn't the problem. it's just the bad conversion that is. 
 
i said it looked freakyy 
Well Ok I Said It Looked "sweet" 
http://www.quaddicted.com/stuff/temp/reQuiem009.jpg

its just too beautiful your minds cant take it in. neither can mine. reminds me of my velux bedroom windows :S 
Now I Want An Eyebrow Smilie 
I DID mention that those fullbrights should be eliminated, didn't I? 
Gb 
While on one hand you're completely right, on the other hand Quake itself is such a mish-mash/hodge-podge of stuff that sometimes it may not matter anyway. (Not sure how it is in this case, haven't looked).

That window texture is definitely ass though, that has to go. (Fix it or get rid of it!) 
 
replacing window textures for next release... thinking about making my own...

and patched up the lava brick textures to eliminate fullbrights. 
For Spirit 
|:) 
Megadm4 Beta1 
screens & download: http://haukerehfeld.de/blog/2009-03-17_megadm4-beta1 :D

comments on architecture appreciated! 
Megaman 
Look like a map. As far as architecture is concerned (and I am no expert on q3 maps) it looks like a lot of other q3 maps - pipes, support beams, curves, etc. Not saying it looks bad, because it doesn't, just that it doesn't stand out either. 
 
enki

A lot to like in your map, good atmosphere and nice theme. Gb is right about the theme/monster mismatch, but that's something we've been getting wrong for years now, not sure why he's picking on you in particular :)

My favourite architecture was in the start map, very nice. The beginning area of the actual map looks a little sparse, could do with a little extra detail. Nice use of coloured light, are you a Quake 2 mapper primarily?

In the upper area, I think if you fix/replace those window textures it'll look good, although there's quite a lot of windows, maybe losing one or two would help. Have you thought about shining light through the windows using skylight? I think it works if you put a sky texture behind the window brush, and attach the window brush to a func_illusionary. Looking forward to the release!

Megaman
Looks kinda like cold plain oatmeal tastes. You need to add some maple syrup. 
Oh Hay... 
starbuck, thanks. A majority of the problem is replacing those fullbrights in the used textures. I'm mid process of cleaning those up via color replacement in Wally / PSP, and losing one of the window textures in favor of the other, and yes I've considered adding skylight to the larger round windows as well. Also, I've done some things for Q2, but years ago. Most of the work I've done within a similar to Quake vein was for non-Source HL mods and more recently Q3 and some D3 engine. I'm one of the (probably) very few that prefer Radiant to WC/Hammer when it comes to Half-Life.

gb, I don't think it's a lack of art direction to put Quake monsters in a different texture set. ie: the Dtk3E wad isn't that far off the mark in Quake. As I stated in the readme and on our projects page many of the monsters are getting replaced / reskinned if I decide to make this more than just a SP set of maps specifically for Quake. The idea that it looks like a field trip to Diakatana for Quake monsters is a little unfounded to me in a game with teleporters and rapid loading / firing rocket launchers. It is what it is, I've always believed using the 'same old' .wads seemed a little uninspired after 12 + years. =/.

At any rate I'll have a better beta available by the weekend if anyone's interested. Thanks for the input guys :) 
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