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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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Yeah 
Cartoon is too strong a word, more like 'well drawn'.

Need more coffee. 
Wow... 
that looks really nice. 
 
the few people that will actually download my map are actually reading this forum!

No, i'm not! 
Q3 Temple Map 
the architecture looks very nice and solid, but I'm not sold on the tree roots. I like the idea, and I've always wanted to do something similar myself, but I think they could be higher poly and more twisted to be more convincing.

Not to be anti or anything, just sayin'. 
The Mortewood Plaza Mod 
http://media.moddb.com/images/mods/1/12/11671/RenderTestMortewoodNew1.jpg

Now, that's a shitload of weapons to kill zombies with. 
Some UT3 Shot 
Heh 
I love the knife with the grenade strapped onto it. 
Re: Some UT3 Shot 
that looks awesome ^_^ i love maps where you're suspended or floating above stuff in that way. 
Progress Shot 
Castle helmet : http://www.simonoc.com/images/design/maps_q3/moteof1bn1l.jpg

Im happy with the outline, just need to finish off the lighting and texture density/alignment. Add '_1024' to end of filename for larger image. 
 
The lighting on the front looks a bit sketchy.
The roof and floor textures are too blurry scaled, I guess you mean that with "density" though.

The different heights of the rooftops look great. Gives it a mushroom/dwarf like fantasy feeling (in a good way, heh). 
Hmm 
not too enamoured with that sock, looks too cartoony to me. 
I Like 
the architecture. Personally I think the roof and outside floor are the only problems. I'd choose a wooden shingles texture for the roof and maybe add some more detail to the floor by removing the odd floorboard here and there, or making them slightly crooked, or perhaps just add some darker wooden trim between the wall/floor joint to add a hint of structural realism to it. 
 
I like the style! I like the layered look to the architecture. 
Good Feedback 
Yep, totally agree the screenshot does have a mario/soft focus look about it, but that is partly to do with the phong shading (far too high)

I will work on the location a bit more tonight, rework the trims, add more wood and try and give the structure more detail. W post another screenshot later, thanks for the feedback. :D 
 
I like it. It's different instead of the same old same old. 
I Like It Sock 
the outlines remind me in some strange way of the Goetheanum: http://en.wikipedia.org/wiki/Goetheanum 
Another Shot 
I changed the textures on roof and trim, a bitch to setup the top wall trim, too many weird angles but it does make it feel a bit better. Toned down the phong and increased the shadow map density so less jaggered/rough edges.

http://www.simonoc.com/images/design/maps_q3/moteof1bo1l.jpg (_1024 version avail)

Ive switched the floor to stone for the moment until I decide what to do with it, detail wise. The above shot is panned out alot, the player will never see that much. So here is a couple of shots from the floor at player height, the building feels different to me from the closer angle.

http://www.simonoc.com/images/design/maps_q3/moteof1bo2l.jpg (_1024 version avail)
http://www.simonoc.com/images/design/maps_q3/moteof1bo3l.jpg (_1024 version avail)

Does it still look cartoony? Roof trim, like/dislike? upper roof leave or same trim style? 
That Looks Much Better To Me 
especially the close up shots.

From far away it still has that cartoony look but not as much as before.

Roof trim looks fine to me. I dont like the upper roof tile texture though. 
Impressive... 
.. I'd really would like to have the .map to see how you made this curved corners.... 
 
Patches 
Sock 
The angles on the outside wall just look too soft! I don't think the brickwork would naturally decay like that, if it's old; if it's new, it would be a very sharp angle. 
Also 
This thread is like tumblr for mapping -- I love it. 
Sock 
the building looks much more imposing from close up. i don't know about 'cartoony' but the panned shot lacks that imposing feel.

the flared out upper part of the walls make it feel powerful when looking up at it from the ground. 
Hmm 
agreed 
Hong Phong Phooey 
@nitin, I will changed the texture density for the roof tiles, they are far away and look alot different from the ground.

@JPL, when the map is finished I will release all the source files, so all will be revealed soonly! (The curved corners you are looking at are brushes with a 60 phong value on them.)

@negke, the phong lighting and texture alignment/density is the illusion.

@inertia, ooo never heard of that place before :D Yeah this place is a cool mapping blog/home, lots of different people.

@necros, yeah the panned out shot was really so everyone could see the overall outline, but yeah it feels alot different up close. Most people rarely look up in games so alot of high detail will be missed. 
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