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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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Be Careful 
with the details though. i like the general sizes of the larger brushwork-the solidness-but the details have a bit of the 'brushes that don't look right' feeling. If that makes sense et all. 
What Texture Set Is That? 
reminds me of a cementized version of q1met. :P 
Thx For The Replies! 
The horizontally ruled cement is from ET, the wood is from RTCW, the rest are mine. Anything not mine will be replaced before anything is re-done before I release anything, I just need placeholders because texture stuff is tedious! :D 
I Can't Type 
"will be replaced before I release anything." ..... 
Thanks For The Vis Explanation Way Up There ^ 
I'd always wondered why it was such a cause of pain. 
More Wood ... 
Sock 
u rock btw, awesome warm looking woods and pro shading 
 
The second shot is -spectacular-! 
Now 
That's nice! 
How Much Of That Is Modeled After Reference Photos? 
 
Woodwork 
Started with a lift shaft and a junction room and merged them into each other. The woodwork design is based on my memories of wood beam structures in cellars and under floor boards. Took me a long time to find the look I wanted and lighting, many versions. I know it is not perfect, but it is interesting enough for a connecting space. 
I Can't Find Any Fault With That 
Except maybe having a hanging lamp type thing in the centre. 
Lovely Lovely Texturing There 
 
Another Puzzle Room 
Something For Fun... 
http://necros.quaddicted.com/downloads/ne_qep1.zip

did this on saturday, it's e1m1 -> e1m7 glued together in one giant map (minus e1m8 because it would have required a mod to get the gravity to work).

i kept my own mapping down to a minimum and only built two very small areas to help connect the maps together, but apart from that, the exits from previous maps connect directly to the entrance for the next map.

in particular, it's cool to be able to run all the way across e1m2 to e1m5 and back.

eventually, i want to paste the medieval and metal DM maps in as well and connect everything into a very non-linear single map and basically double up on monsters to bring it more in line with modern difficulty levels or something, but i wanted to put this out first in it's original form.

have fun. :P 
Necros 
Should have required a dedicated news thread !!! 
 
well, it's nothing new as it's just the maps we all know. i just thought it was cool to be able to move freely about between them, but i guess it's less cool to everyone else, lol ^_^ 
Dang! 
Looking forward to play this!!!!

But I'm @ office and Fruitz Of Dojo's Gl Quake crashes badly. Fitzquake 0.80 the same.

Can't wait to get home! 
Yeah 
you'll need fq 0.85 atleast :(

goes over quite a few limits, clipnodes, edicts, faces, etc...
the funny thing is that it only takes 7 minutes for a full level 4 vis (the whole thing is about 7300 brushes). just goes to show how huge a difference it makes when you have maps designed like id vs maps with outdoors or terrain or whatever. 
*gives Necros A Facial* 
haha this is really cool necros!!! i played up until the third map, got kinda boring - same old thing we've played 100 times already. but it was neat seeing each new map joined up. goes to show how far we've come that we can glue an entire id episode into 1 map!

if your joining more up, you should do a mass find/replace on the textures and replace them all to more modern textures. that'd look cool. 
Noticed A Few Bugs... 
perhaps these bugs are actually in the source .map files as well, but i noticed a couple of wrong textures (e1m1 first platform down, floor of e1m2 hallway with quad) and some misalignments (e1m1 slipgate front.) 
 
any misaligned textures that are off by an even amount (like 32 or 64) are probably caused by me.

the import map function in sikkpin's editor is kind of iffy. it's supposed to import a map into the same position as it's source is in, but sometimes it picks random positions to import to.
this means that just turning on texture lock isn't enough because the map is imported with incorrect texture coords.

also, e1m3 was rotated 270 degrees. it's the reason there's a hallway between e1m3 and e1m4.
rotating the map screwed up all the doors and func_trains (of which e1m3 had a few iconic ones) so when i came to e1m4, instead of rotating it, i left it alone and made the hall.

anyway, yeah, it gets boring after a while cause there's nothing new.

anyway, taking a break on my other q1 maps, so now, using this as a base, i want to do something similar to the kind of thing we saw in doom maps like e3m9 (which was e3m1 reversed) or plutonia map 32 which was map01 from doom2 but with added areas. 
 
someone make it news!

You are an ass, necros. At least you could have said "this took a month and was really hard work". Or screw up something (the secret lift at the start of the underwater houses map did not work for me). You are awesome.

Skill 3: http://www.quaketastic.com/upload/files/demos/ne_qep1_spiritfirstrun.zip 
Andtheyevenbodoredtodoso 
Necros you are fast as a bullet! nice work

http://www.quaketastic.com/upload/files/misc/scrap.zip

I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?

Email some friends some time ago to ask what they think of the map in progress... if i should finish this map or not and they even didn�t respond...

One of those friends I�m a little disappointed... didn�t expected this attitude from him, but this is internet and nobody is nobody friend this is just the proof!!!

I think nobody cares, so why should i care? if anyone want to finish this for a speed map be my guest!

bye 
 
"I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?"

Because you enjoy it? Don't map to please other people, map because you want to. 
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