News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
... 
honestly, i don't really care if it's realistic or not. mostly, it's just a matter of the sky going with the terrain and looking cool at the same time.

also, why not crack terraingen? there's got to be tons of those out there, since it's pretty popular. 
Crack Hoar 
you are assuming, of course, that I would

a. have the net access to get hold of one
b. know where to look
c. know how to use it
d. avoid seriously shafting my OS in the process
e. be able to delete the noxious thing when it turned out to be some pr0n dialer

bleh, I'll stop making excuses now. 
Kell 
I've made a couple of skies in TG and didn't get that gawdaweful ringed look. Also, realistic skies look stupid in Q3. And who made that stupid Q3 sky with the flat moon? Someone needs to teach that boy some perspective. 
Pushplay 
the skies can be used in other Q3 enjin games, which are more realistic than Q3.

That 'godawful ringed look' may be because you have a more recent version of TG. Or you may just have had different atmospheric settings. I'm not sure.

Dunno, maybe Adrian 'No Relation' Carmack. It does look cack, but perspective isn't the problem - a sphere is always going to look like a circle when you look at it :P I think the moon is just too large. 
Meh... 
two seconds of searching on overnet got me a crack for the lastest ver (0.9.19) it's a simple .exe and .dll replace and the file is like 350k.

cheers ;) 
Perspective 
A sphere will always look like a circle from any angle, but a circle drawn on a plane and held at an angle will look like an ellipse. 
Ummm... 
Decided to try my hand at a Quake DM map, I will surely need testers to help work out weapon/item balance. This is a very simple, two story dealy dressed out in Speedy's textures... Any takers? Should be ready for the beta test thing Monday/Tuesday.

"http://www.backshooters.com/maric/mq1_1a.jpg"
"http://www.backshooters.com/maric/mq1_1b.jpg"
"http://www.backshooters.com/maric/mq1_1c.jpg" 
Feeling Chagrined 
I screwed up the links as per my usual. Would someone be so kind as to fix them? And then explain to me what I did wrong? 
Maric: 
don't put the url in quotes. 
Ahhhh 
Reminds Me Of One Of Your Q2 Dm 
looks wise. It's a bit too repetitive for my liking. Scale in shot 3 looks a bit cramped too. 
 
Reminds me of Blitzdm1 
Yeah 
It is very much like one of my Q2 maps, it is very repetitive and slightly cramped unlike said Q2 map. When I opened it up a bit the r_speeds went off the charts.

This is more or less an experiment for me and a break from the Q2 stuff. In fact I have no idea as to what is considered acceptible r_speed wise in Quake. The idea of this one is to test the waters and see if I am going in the right direction. 
R_speeds 
600-650 is the prefered limit in Q1 if you're trying to support older computers. Also, under the default settings on software engines, if the r_speeds go over 700 (I think) then you'll get the grayflash effect. 
Ahhhh 
Thank you R.P.G.

Reminds me of Blitzdm1

I have not seen it, Link? 
Maric... 
R.P.G... 
I always thought the default was 800.

Anyone got the definitive answer? 
Shots 
Hrmm... 
it's hard to tell with editor shots. i'm sure it'll look better ingame with lighting, but it's not very flattering atm. the first shot has too much of the yellow window. the four on top of the tower is overkill. put maybe 2 or even 1.

i like the flesh parts (shot3) :P
shot2 looks ok, but not that good, i'm sure lighting will help alot.

shot4, i don't like the way the sides of the rocks (both the red, doom ones and the yellow quake ones) are completly flat. looks very unatural. you should break up those walls into 128x128 sides and skew them around a bit. make them look more jaggedy and such.

i like the fence in shot1 a lot. make sure you throw enough light on it ingame to show off the coolness of it. 
Yaaaaay... 
...good to see that foetus back in use. 
 
visecra ewww.. 
More Vapid Screenshots 
Looks 
like a big gay orgy, blitz

i guess you can easily model what you can see 
Screens 
 
Get rid of the minlight and make all those lights brighter. If you're going to bother making architecture, you should bother to light it nicely so it looks decent.

Other than that, looks solid. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.