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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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I Agree With Nitin 
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map. 
 
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =) 
Early In Editor Shot 
Earlier In Quake 
If you loop back to this site...
than loop back to good old school Quake...

http://members.home.nl/gimli/Quake19.jpg

I lost the shape of the tiffany,
by scaling the level again. 
Re: 
Gib: I can't load the image. It just loops back here.

MadFox: looks good. 
Plumbum Oxide 
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.

Funny result after all that texturing. 
 
rpg: cut and paste. 
CnP 
If you cut n paste it works, probably my mates shitty free hosting. 
Madfox... 
Try using the original tex but scaling it up in editor.
The other option is to use the original tex centered in the opening then add a surround to hide the errant pixels. 
X-Ray Window 
I already tried with pasting over the texture, but this won't work. Seems the black square appears every time from a distance.

The texture limit is 128x128, so scaling up will divide it to more texture units. (argh... texture count!) 
Untitled Tourney Map For Unreal Tournament 
.... 
awesome lighting, really, just the right amount of coloured light to be interesting while still being subtle.

Brush work looks solid and fairly original generally but lacks unique features from one area to another, such as could be provided by small level detailing, etc and ends up looking slightly plain. This could be a texturing problem actually, maybe try replacing some of the brick texture with something else in places

but generally it looks great 
Actually 
the 'problem' is only on shots B-D

wow, B-D looks like a tiny penis
er, ill get my coat. 
PH8DM2 
Blitzdm1 Shots 
Hmm 
Trademarked Sex Change? 
Hmm 
Oh right, yeah, the map.

Kinda dark in places and the texturing is a bit repetitive, but I like the brushwork and theme. 
Moop! 
Yeah And If I Pasted The Right Pic.. That'd Be Cool To 
Looks Nice 
 
I Like The First Shot Better, Bp 
oh wait...

i like the quarterpipe lava canal. 
More 
Looks 
very flat and plain. 
I Have To Agree With Nitin 
The build quality is there (I mean there aren't weird assortments of odd-shaped brushes), but there isn't much of anything there. The walls are exceedingly flat. You've put in a few cool touches (damaged bits, wires, and artificial colored lighting from the slime), but those aren't doing much for the overall detail level. Comparing this to Ph8DM1, I know you can do better.

Sorry to be harsh, but that's the way it is. 
Phait 
theres so much detail and variation you can do with idbase. no need to keep the same wall texture over the whole map. plenty of 'detail' textures that can be used like comps and stuff, that lend themselves to their own brushes rather than being wall decoration

take some time and play older idbase sp/dm maps and apply some of what you see to your map.


and dont forget CRATES 
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