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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 want to map but i dont have time and inspiracion :( 
 
thanks for the feedback, i've made the walls slope as well no so everythings not at a right angle and added a bit more detail. hope to have some new screenshots soon 
Wasting Time With Worthless Things 
Converting the md5 monsters of http://monster-clip.com/maps/castle/castle.htm with http://icculus.org/~riot/doom2dpm.zip for Darkplaces for fun.

Scale of 0.7 might be right. Save the resulting models as .mdl and put them into progs/.
Darkplaces will tell you where to put the textures (I used the _d ones, only leave the name and .tga, eg qvore.tga). Rename the normal and luma(?) maps as usual for DP.
They will float in midair and of course the animations are wrong. But hey, it works.

http://s1.image.gd/o/f8/f8cb6f27c2c0cccedc9e145746c18b4c0b4008bf.jpg
http://s1.image.gd/o/b9/b93f2b3a0bd133a5bbc394d78596ce494e6ddd61.jpg
http://s1.image.gd/o/17/17f82e0dae47d88193351de0a4efa53fdb8e9741.jpg 
Forgot Normal Maps 
That Shambler Looks Like A Skaarj 
 
Agreed. 
Needs more hair and less shoes.

And the Vore needs diertier teeth and less Disney crab pincers.

And the Scrag needs less symetry.

But I never really liked the Doom3 Quake thing much anyway to be honest. Too shiny. 
Yeah Vore Needs Needle Teeth 
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Shambler Looks Dumb 
the vore looks pretty good though, and the scrag looks great, I think. 
MC Shambler 
 
Q3 Doodle ... 
 
that looks lovely, really nice substantial ancient look. I don't think the q3 door texture fits in with the theme though, that could be changed. Also, not a big fan of the pentagram lights. Apart from that, pretty stuff, nice work. 
 
agree about the door texture. maybe a wooden one?

i like the windows a lot. the outward slanting is usually connected with high tech stuff like space ships or outposts. having it made out of wood, surrounded by stone is a nice change.

the first shot reminds me of like those big stone meeting halls like for vikings or something, what with the thick wooden beams.

i wouldn't mind seeing a q1sp with this kind of mood either. :P when q3gothic is used in q1, it usually focuses on the more stone/metal aspect of it. 
 
I agree with necros. Convert that to Q1 and you have yourself a deal. 
 
First shot looks like a Strogg freighter with medieval textures. With the spotlights and the windows, and the central platform running down the room.

Granted, the look out of the window changes that impression.

Spotlights in an otherwise "medievalish" environment gave me the creeps for a long time, but you probably gotta go with what works. I was too dogmatic there. Torches are super limited, and games don't have to be realistic.

Pentagrams are most often really cheesy IMO.

Looks cool. 
 
I want to have sex with your windows Simon. :o 
Inspiration Sources 
I suppose the tech feeling comes from the use of base lights but it was never my intention of just creating tech structures and painting them stone. I did not want to be side tracked with creating textures so I used generic Q3 stuff instead so I could concentrate on the architectural shape instead.

I recently went on holiday to Barcelona and took alot of pictures of Gaudi stuff. I wanted to create something 'off angle' and branching upwards like a tree. (The black 3 prong structure in shot 1 for example) The interiors of his famous church has good examples of this. http://www.simonoc.com/pages/photo/barcelona_church/image_05.htm

The park he also created has awesome examples of sloped angled stuff which I was trying to create an architectural theme from. http://www.simonoc.com/pages/photo/barcelona_park/image_13.htm 
Nice Shots Sock.... 
and, unlike everyone else, i approve of the mix of tech elements like the spotlights, doors, and especially the window frames, with a medieval setting. This is quake3, the mashup of themes is core to the game. 
That Looks Great 
I also like the windows, and I like the view in shot 3 as well--that sort of background eye-candy is neglected too often (and when it is, and you stop killing long enough to look out the window it's all bleh and boring).

My only suggestion would be to add some sort of divider in between the stone block texture and the black-ish bumpy stuff--it looks odd to me to have the one on the bottom going directly into the other on top. I'd like to see an actual plate/shelf/something in between. 
Those Shots Make Me Smile 
Why not map for q1sp? All the 'cool' kids are doing it. 
Q1 Mapping 
I did Q1 mapping years ago but my PC went up in smoke and I lost all my data. After getting a new PC I never really went back to any of my old stuff, I just moved on to other games. I understand this forum is mostly Q1 centric but I know there are Q3 people that lurk here as well.

PJW, yeah I originally had a gothic trim below the black texture but it started to bother me because of alignment issues so I started creating new trims but stopped, because I wanted to shape doodle more than create assets. In game it is not too bad because the brick pattern above has a defining lower edge but I know what you mean. 
Sock 
looks great, have you made more than that room? 
Anyone Interested In Beta Testing? 
that green brick map i started a while ago is almost done now.

just need a couple of opinions. it's for quoth2, and you need an engine that supports -quoth (fitz 0.80) because it's a pak file that goes in it's own directory.
i think you can get around it by renaming the pak file and dropping it in your quoth folder, but it overrides a stock quake sound, so that's not optimal.

just leave a message here if you're interested. :) 
Sure 
Send it on over.

voice DOT of DOT the DOT nephilim AT gmail DOT com 
Thanks, 
info sent. :) 
Totally Interested. 
never tested before, but definitely down to give it a go! 
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