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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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More Time Now 
DM7 is basically a version of the underground ruin from the film The Ruins. Not particularly well realised, so want to bring it more into line - thus closing off the ceiling but leaving a single skylight, also closing up the top floor a little, since our mantle movement allows players to steal the Quad up there too easily.

DM4 is basically as is since inception. Putting in some vertical supports is a decent idea - currently the ceilings are purely decorative whith what's there. And not particularly imaginative.

CTF1 is very much in progress. The reason I was saying about removing the braziers is that I was considering having the stairs in the bottom left and their facing set covered by another sticking our veranda from the top tier, with pillars replacing the braziers. Going to do that anyway, but leave the others in. Need more light sources elsewhere as well, so will keep them. 
 
I have gotten into the mindset lately of not wanted to 'spoil' any of my maps by posting screenshots. i don't know if that's dumb or not though. :P

I kind of feel this way. I'm trying to avoid releasing screenshots of all the cool areass of my maps, otherwise there may be no new cool areas for people to discover when playing. 
Hah! 
I didn't notice Mike's shots were 4 joined together, I was just looking at the top left ones thinking "meh, they look OKAY" ;). Very cool stuff indeed, surely that's quite a way along development.

Metl: that's the thing isn't it. When I was posting other people's shots I was very careful to not post the coolest scenes as, well, even in Quake they can be bloody impressive and an important aspect of enjoying the map. I tried to find areas that were typical and looked good, but not the best bits.

Also I think people are mapping pretty slow these days ;) 
 
That's what I try to do on Quaddicted too and I constantly get bad remarks about screenshots being bad (apart from problems with the brightness/gamma).

I too do not like getting spoiled. Be it a movie trailer where too many later scenes are shown and I am sitting there, thinking "that scene has not happened yet, so X cannot happen to Y" or - well - a Quake map. 
 
Necros 
hmmm steampunk with plain old medieval? not sure how that'll work. the outside brick textures look a little plain to me. using some better textures could spice things up. that's what i'd do anyway - there's way better brick textures than those ones, and the little metal trims aren't very noticeable. like the style and build quality though! 
Cool Stuff. 
Number 1 is ace. 
Oh 
first 2 are the same map, last shot is a different map, it's not all jumbled up together :P

i'm not totally happy with the main brick texture myself, but as that map has a lot of big structures, i needed something that wasn't too varied so it could tile without looking bad. i originally wanted to use the blocks10 texture from q3 (it's the beige blocks set in cyclopean style) but i felt the trim interacted better with distinct bricks better than haphazard blocks. also, the red stripe motif works better with the brighter white of the bricks than the tan colours of block10, although i guess i could have photoshopped block10 to be more white.

block10 and the orange floor tiles are still like my absolute favourite textures. :P 
Oooh 
Those shots really look good, especially the first one. Keep it up :) 
 
Wow, which texture set is the steampunk stuff? That looks great! 
Ok 
I'll try to return the favour :0

Is that a brightly lit cave under the cliff face? What's in there? Is it an Ogre? I MUST KNOW!

The second shot, I'd make the pillar bases part of the second step - it does help with vis, but is almost more realistic, pillars are always on a supportive base as opposed to stairs or slopes. And a big cyclopian block reminds the player (who doesn't look up much) that there's something massive above them.

The third shot, maybe give the stairs a trim . . . not sure what I'd suggest there - the Kona slope I never really liked (sorry K) because of the change in movement when the player shifts left or right. On the other hand that curve will make things complicated for brushes. Maybe just cut the last 16 units and put a trim tex on there. Do the cogs move? 
Willem 
thats a q1 wad of rorshach's (kevin johnston) HH3 q3 textures. 
Necros 
Love the first shot - maybe even influenced by your experimenting with Far Cry? Christ you're taking Q1 to new (yet still, amazingly appropriate) limits that just illustrate the strength of the original art.

Mike Woodham:
hmm, This Onion was one of the best maps ever, and I assume this is the sequel, and it looks even more amazing.

ijed nothing needs to be said your project is crazily exciting.

Nice to see some mappers around with such high technical competence! I tend to just mash lots of shit together and expect Bengt's tools to iron it all out (see nsoe6), lol.

Great stuff in this thread recently anyway. 
Willem 
Its Clockwork Droid by Rorshach (spelling?) and its one of my all-time favourite texture sets!

he also did another ace set called Vendetta. I had a look around but couldn't find any links! :( I'm sure someone here can hook you up though. 
 
Do the cogs move?
of course! ^_^

The second shot, I'd make the pillar bases part of the second step
i like that :) the 'bigger at the top, thinner at the bottom' motif is something i'd like to explore.


on clockwork droid, they were incredibly difficult to find, and i'm sorry to say, i can't recall where i managed to download them. it might have been a backup of rorschach's site on archive.org? my memory is very hazy. i (obviously) still have them, so if anyone's looking for the set (unmodified), let me know and i'll put it up. 
Doesnt Rorshach Work At Epic Still 
if so, willem could just talk to him :)

All his texture sets (not to mention skins) were lovely. His artwork was one of Unreal 2's biggest assets IMHO. 
 
Yeah, he does, but I can't know to talk to him until I know who made the set. I'm not going to walk up to his desk every time I see a texture I like and ask him if it's his. :) 
Surely You Have A Internal Forum Or Something 
 
 
We also have email and instant messaging. The point is, I'm not going to bug him every time I see a texture I like on the internet. 
 
That said, where might one download that texture set? I did a few Google searches but came up empty or with broken links... 
 
I find those rusty textures utterly ugly. They look like dirty bathroom without any clear structure.

kz1on1a looks nice though, I think it uses some of these textures too. 
Willem 
he had hosting on polycount but thats down at the moment and I couldnt find a backup of the old PQ polycount site.

Which is why I was saying you might want to talk to him if you want to get them. I wasnt expecting you to be a psychic or anything :) 
Spirit 
not sure how they look in q1 but every map Ive seen them used in for q3 or UT looked fabulous. 
Rorshach Textures 
Drive-by help...

http://web.archive.org/web/20040625224312/www.planetquake.com/polycount/cottages/rorshach/textures/textures.htm

Most preview pics work. FilePlanet Download links should work if you remove the "http://web.archive.org/web/ 20040625224312/" bit. 
Hadnt Seen Some Of The "newer" Ones 
some of those would make terrific themes, ivory and temple for example. 
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