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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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very nice both maps!!!

go map ladies!!! 
Willem 
looks cleanly built so far. 
Hm 
If homoerotic (and wtf was a sheep doing at the start?) games aren't your thing then the Japanese also cater to the opposite end of the spectrum:

http://www.youtube.com/watch?v=YHCw3MZdm0I 
Lol 
some killer animation at 1:11. Just moonwalkin up and down those stairs. 
Yeah 
If you don't have that sort of stuff implemented then why put it in the environment. Oh yeah, because your target audiance is 14 and will one day be a 40 year old virgin.

The original video I saw had a character selection screen - they probably spent weeks getting the bump and grind animation just right, find it and you'll see what I mean.

Mind you, girls in bikinis chopping up zombies?

-> they'll make money. 
Or You Could Just Make The Two Games Into 
onesuperultraextracrapyoudontneedmakinglowfpsbutwhocaresitlookscoolandyoudontuseconventionalcontrolscositsonthewiisofuckyaeahbitch
but then again there was some thing with 'omoz and moonwalking and zombies already...
http://hg101.classicgaming.gamespy.com/moonwalker/moonwalker.jpg

you know it you know it

and i know this most likely didn't make any sense but ...meh 
Wot Trinca Said... 
Nice looking maps, good to have some quake to get excited about.

JPL, great atmosphere and tile details.

Willem, nice designs and style. One thing, please fix the texture under the arches so it actually looks like proper stone blocks (i.e. should match up with the blocks the wall is made of) </pethate> 
Willem 
I love your brushwork style, very clean for lack of a better word. 
 
Shambler

Thanks! And, yeah, ignore the texturing. There are tons of misalignments that I intend to go back and fix up later. Just trying to get the layout and a basic texture pass done at the moment. 
I Like These Shots 
Because they look awesome, and because you two both tend to finish what you start! 
Not Dead Yet 
Haven't posted anything in a long time. Just a reminder I am still here, and am still currently working on my next SP maps.

All work in progress:
http://qrf.mine.nu/~orl/misc/oms221.jpg
http://qrf.mine.nu/~orl/misc/oms222.jpg
http://qrf.mine.nu/~orl/misc/oms223.jpg

They aren't much, but its what I have so far. I can't say how soon I am to finishing, I am a very slow mapper. But it will get done. 
Turtle Sign Allowed 
Good mapping skill on terrain area, almost fell through a McGee's level. Fine to see that cavey part well done. Lightning can bloat some texture, but that aside, screenies do own some atmosphere.
Keep on the good job! 
ORL 
Cool, I like, the rock texture is a bit grim tho. Tried the Armagon one?? 
Nice 
I think the lighting needs some work though, way to bright in most areas!

I like the 1st screen shot especially, more of that please! :) 
Thanks For The Feedback 
MadFox - It's hard to try to get the entire cavey part into one screenshot, but I can assure you that there is more to see. :)

Shambler - I had a look through the Armagon .wad, but I couldn't find a suitable rock texture replacment. Think you can point me in the right direction?

DaZ - I manually brightened the screenshots after I took them, since they were originally very dark, and almost impossible to see anything. Lighting levels seem to vary from different monitors, what may appear dark to me, may seem bright on someone else's monitor. I can tell you though, the actual lighting is darker than shown in the screenshots. Also, the 3rd screenshot has no lighting at all, still under construction.

Thanks all again for the feedback. :) 
Orl 
there are some sweet rock textures in the rune wad, er somewhere in quaddicted. I recommend you check it out too :)

Nice shots btw :) 
Yeah, 
looks good. Interested in what kind of wizard/city hybrid textures you've developed. the pink bricks look better than I would have thought actually... 
More Shot 
http://lambert.jeanphilippe.free.fr/Divers/GTH2.JPG

Other side of the broken area is done... to be continued ;) 
Jpl 
i think some statues of knights and/or hellknights in that broken courtyard would be pretty badass.

maybe broken statues, even. just like, delete half an arm or the head and seal up the hole created. 
Necros 
I was thinking about it, but it is quite complicated to either find good statue prefabs (I didn't look for deeply on the internet so maybe it exists), or to create it from existing monster...
It could be a good idea to add such things in next Quoth version... :) 
Hmm 
I like the pillars...


Also, seems to lack a ceiling ;p 
Nonentity 
yep, ceiling is not done yet... normally there will be a platform placed onto the pillars... it is not finished :) 
JPL 
This is code from starkmon for the dead player models:

{
"classname" "func_illusionary"
"frame" "82"
"model" "progs/player.mdl"
"origin" "848 2456 -1344"
}

You can change the player.mdl to one of the knights, and find the correct frame-number for a normal stance, like a statue...

There has to be a monster in the level already though, of the same type as your statue, and it has to appear higher up in the map file entities. 
JPL 
If you are using Quoth (*recommended*), you should be able to include the knight MDLs from Rogue's Dissolution of Eternity Quake mission pack and use the mapobject_custom entity.

That is, of course, if you do not want them to spring into life at some point. :) 
RickyT23 / Generic 
RickyT12: It works fine indeed, I just have to find the correct frame number that correspond to the effect I want... cool !

generic: Thanks I have to experiment this stuff, I completely missed this one, and I was not aware it was possible to use it for statue generation :) 
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