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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
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I Also Noticed... 
...aguirRe's GLQuake v1.33 crashes my laptop at office: it enters an infinite loop somewhere and stuck the game (screen frozen, and buzzing sound).
fter some research on the internet, it seems it comes from the video card that does not like that much GL stuff... but why is it working fine with FitzQuake, and why is it working fine with GLQuake v1.31 ? Mystery.... 
Yeah, ATI Sucks. 
 
 
That sounds like the choke that newer versions of FitzQuake (higher than 0.80) perform on my Macbook. After a few seconds, hard lock. The Macbook has an ATI card so that might explain it. 
 
I�ve got a ATI850 Pro now and fitzquake dont work... got the screen all fuckedup!

joequake also got some problems with the command -bpp

Qrack that is based on joequake works perfect...

I need to try darkplaces and some others but I�m not having any time at home for nothing! 
Grates And Swirly Things ... 
 
Sock / Spirit 
@ Sock: Looks nicer and nicer everyday day !!

@Spirit: Am I dreaming or are there shots using Doom3 textures at the bottom of the thumbnails? 
Jpl 
these textures: http://villsa.files.wordpress.com/2009/09/quakepack15.jpg ?

they look like ogro textures or something similar to them, anyway. definitely not d3 though. 
Trinca 
Andtheyevenbodoredtodoso

#6122 posted by peopedontcaretounderstand [194.65.24.228] on 2009/09/28 16:05:45
Necros you are fast as a bullet! nice work

http://www.quaketastic.com/upload/...

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


definitely you're should finish it, i think this one could be very cool dm map 
Screenshot Overdose 
Don't seem to get much/any feedback here nowadays, not sure why, maybe you are all sick to death of my screenshots, who knows!

Anyway someone requested a look at the gameplay logic for the puzzles I have created so here is another screenshot to confuse everyone, again.

http://www.simonoc.com/images/design/maps_q3/moteof1cq3l.jpg

oh the silence :p 
 
sock you editor is like chinese language but your map rocks...

go finish it! 
Sock 
I like the shader effect in the second pic, like some sort of beaming device. 
 
tbh, i *hate* the purple electrical shader. it doesn't go with anything at all. and not in the 'it makes a contrast with the wood and stone' way but more in the 'it looks like shit' way.
sorry. :S
(the light blue looks fine though as it works well with the yellow lamps)

also, in order for me to make those comments i had to copy/paste your images into photoshop and use the following settings for Levels: 0 1.0 100
they are nearly pitch black to me otherwise.

also, is it sp playable? you said it was for (and i can see that it is) q3. 
 
The brightness is fine but I agree about the purple colour. It does not fit very well. 
 
i only commented on brightness to explain why i hadn't bothered to comment. 
Good Feedback 
@necros/spirit, no need to say sorry, this is exactly the sort of feedback I want. Visual problems, things people don't like or like. (really interested in the stuff people don't like more)

I have switched out all the magenta stuff (these were the original ID textures). Toned down the reds and switch more to pastel blues and light yellows.

The blue stuff is really a visual clue/highlight thing for the player so they know exactly what they should be looking for. This is especially critical for the puzzles because the majority of the level has a brown/yellow palette.

This is not designed for bots, there is no bot file, no DM setup, no multiplayer weapons or item balance. This map is purely about puzzles (sadly a bit simple due to entity restrictions) and level exploration. There are 5 puzzle machines, based on timing and sequence order solving. There are 10 secrets and a small story (readme style) for anyone that cares to open the readme file. The map has a full ambient soundscape with alot of custom made sounds to fit the workings of the machines and environment.

I tried the screenshot settings you suggested and it was like glowing to me but I am on laptop in a room without no direct sunlight (not a bright office). I will produce two versions of the map, a light and dark version. One probably for me and other cave dwellers and one twice as bright for everyone else.

If anyone else has more visual feedback please say so, good or bad, but more bad if possible. 
 
my comment about screenshots being dark wasn't that you needed to make the map brighter. i was just explaining why i wasn't commenting (too much work to bring it in PS all the time).

in-game, we have gamma and brightness settings for that, so if it's dark, i can easily pump that up. no need for 2 map versions. sorry for the confusion. 
My 
Comment before aobut having a chandelier type structure was to avoid the classic hex light textures you've got there. They don't look bad, but I've seen them so often that the make me think 'basic map' when the geometry you've got says exactly the opposite.

Maybe just changing the texture would work - how about Q1 runic ;) 
Cosmetic Textures 
Just a quick update on the visuals, trying to reduce the overall brown/dark palette of the level with lighter stone and make the cables more obvious so that the player can hopefully realise they are a visual clue. The level is mostly finished at this point, just need to fix up all the cosmetic stuff before a public beta.

http://www.simonoc.com/images/design/maps_q3/moteof1cy1l_1024.jpg 
 
Brilliant. I like the contrast in texture and feel. 
 
Still looking great, but I think the wires are too thick. Maybe they're meant to be like huge thick bundles of wire or something but they look a bit odd. 
Large Is Better! 
@zwiffle, I know you are going to groan but the cable size and the oversize giant machinery is all by design. I wanted to create something where the people that built the place have worked out high tech but not been able to shrink anything down to micro sizes. Door, switches, pipes are all crazy big and made of large amounts of wood!

@willem, thanks :D 
Zwiffle 
What, those wires transport some fuckton of energy. I guess you are just jealous seeing those thick lines. 
Excellent 
i can see everything clearly, whether it was intentional or not. :)

i have no problem with the thick cables and i'm a big fan of the sort of 'old stuff and someone built new stuff in it' type of theme.
great detailing on the bricks, having them broken up and different heights like that.
is that a cave under the wooden circular floor? 
Wooden Holes 
@necros, yeah there is a cave like area below with broken walls, plants and a strange blue glow from a portal device at the far end... 
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