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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 Love It 
Thats all I got to say. Great work sock. 
Give Me That Thing! 
something yells inside me for that rich detail you come up with that Q3engine and the perfekt way you make profit with it sock!

otherwise I thank myself for permitting me only to Q1 mapping because for the benefit of getting that final touch I blame myself a lot of learning before giving advise.

uh..., pfew..., Gaudix? 
Yeah 
I agree with Orl and Madfox :)
V. nice work. If anything the wood could look as old/dark as the windowframes. But really it looks fantastic. The Tudor style architecture looks fantastic 
Thanks 
Wow a lot of comments, this screenshot for me was about the new stone bricks, the rest of it I've seen for a while now.

@necros, The bit under the windows is seating, can't really see from this angle, but at player height it is a lot better, less fuzz.
@madfox, I am not sure what you are saying, you seem excited about q1? /shrug
@nonentity, yeah the eaves are a good design, probably the strongest part of the screenshot.
@rickyT23, yeah I like, Tudor style :D 
Sock 
the new stone texture (which is very nice) makes the roof texture look too low res now IMHO. Unless thats a placekeeper texture for now. 
Sock 
I'm excited about your map and its clear way of evoluation.
It bleaches my own Q1 tryings which is, of course, is my own fault. 
Shallow Angle 
@nitin, both are the same size (512x512), the roof angle is nothing too steep (about 30 degree's) so not sure what to suggest. All textures eventually mip and compress into mush at the right viewing angle. The screenshot was setup to show the wall texture and little consideration for anything else. 
Sock 
another shot from a different angle of the roof tex? 
Guardian Room 
 
i wonder... would it be possible to get that map working in one of the quake engine ports that supports q3 bsp format like DP? at least then it will play like a normal map and still look like it was originally made to look. 
Heh 
those screenshots certainly have a UT(99) vibe now in terms of style! There was a custom ctf map that reminds me of, cant remember the name right now... 
Sock 
The area shown in those 2 screenshots needs more color variation, too much grey. 
UT Vibe 
'those screenshots certainly have a UT(99) vibe now in terms of style!'

I am not sure if this a compliment or an insult, what is a UT(99) vibe?

Jago, yeah very true, but there is some more to do yet, this is just a first pass. 
Guardian Room Shots... 
...looks sexy as Hell !! Very nice ! 
Sock 
neither, its just that it reminded me of a UT99 map stylistically in those shots than a q3 map. 
UT99 
Is a compliment in my eyes. There's always been some really nice mapping and map vibes in the Unreals.

The open window made me do funny and inappropriate things in my trousers. 
Venividifuzi 
Madfox 
That skybox is weird as shit... I love it! 
Portal To The Past 
http://www.simonoc.com/images/design/maps_q3/moteof1dx2l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1dx3l_1024.jpg

@nitin,Shambler : I suppose I was a bit shocked to be told my stuff looks like something made 10 years ago, but I understand what you mean.

@MadFox, I like the ogre strolling by the canal, I dread to think how crazy the compile times are for that. 
@sock #anachronism 
It really does look UT99-esque! Too bad it doesn't look q1-esque ;-) 
UT99 
i think i can see what people are getting at -- the thing that strikes me as most UT99 about these latest shots is the monotonous color tone of the textures -- they are all very desaturated and about the same value, all you need to make it even more UT99-esque is to add very high saturation light sources.

Quake 3 generally has more saturated textures, with lots of orange, brown, green, and pink, and stronger variation in value (dark trims on light walls over medium floors, etc.) 
 
I prefer Q3 over UT99 by a fair margin, largely because the world was a lot funner. It just drew me into it better and I felt it 'fit'. 
I Think Metl 
has spelt out what I was seeing. Its the texturing really, but the lighting is also like more recent UT99 custom levels (ie not as saturated as original UT99 maps). 
Desaturation 
Yeah I can see what you mean now, I created a new stone trim texture and was loving it so much that I painted it all over the new architectural shapes and forgot I was creating something all the same colour.

Try this one:
http://www.simonoc.com/images/design/maps_q3/moteof1dx4l_1024.jpg

Ive tried adding colour back to the top of the image with the classic redish/white marble combo. I want the place to feel slightly old and worn out colour wise, obviously no floor details yet. The blue is suppose to be the focal point, very strong contrast to everything else around it and the lighting is soft yellow diffuse inside the room and bright sky outside.

I really like how the architectural shapes all fit together with the classic barrel ceiling support and wooden square windows contrasting at the top. The only nitpick for me is the columns are not tapered at the top like in the real world, so it sort of lacks the solid feel you get when looking at the inside of a church.

Ironically someone did mention to add more blue colour lights but the yellow and sky are so strong (the room is a glasshouse) that not much is going to counter the yellow, unless of course it is strong saturated lights! Oh I feel like I am slipping into a UT99 timewarp!

@inertia, OMG that is one cool word! :D I am not sure if you are talking about the UT style on a Q1 forum being out of place or that I am using a strange mix of gothic and classic architecture in my screenshots. Plus the strange woodpunk thing I got with technology items in my map. 
 
Whatever it is, sock, I like it. That room is great. Nice lighting, good solid construction - well done! 
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