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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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Safe3 Beta 2 
Just finished Beta 2 of Safe 3. Need some more playtesting before moving on and feedback on visuals would be awesome ;) Don't really know where to go from here.

Some screenshots here
safe3beta2b.jpg
safe3beta2a.jpg
safe3beta2c.jpg

And the BSP can be found here
safe3beta2.zip 
 
Please align textures :( And some variety would be nice too. 
 
Please align textures :( And some variety would be nice too. 
 
http://necros.quaddicted.com/temp/ne_action1_outside1.jpg

this started from the rapid map development thread. finished with layout and gameplay, now doing many many detail passes. 
Sweet! :D 
 
Team Quakeness 2? 
 
Rebuilding... 
okej, decided to rework safe3 from scratch. Reasons being gameplay isn't as good as it could be and I'm not sure were to go from here visually. I'll keep the same texture theme and the main cylinder atrium, but I'll be adding some other textures and reworking the architecture a bit to give some more possibilites. Should be fairly quick to get something up and running soon.

I would also like to ask if someone is interested in reviewing more work in progress builds. Posting a beta on the forum requires you to have something which is close to being complete (I assume) and I'd like to bounce a few ideas early. Would be great to be able to send the maps straight to your inbox. Thoughts? Anyone interested?

cheers 
Well 
You can just post screenshots and you'll generally get a few comments.

Of the three posted above the first one could do with the textures being aligned as an anon commented - so the steps match up with the texture trim on the wall.

Just a visual anomaly though - the rest of it looks great. Maybe some of the classic Q2 metal textures thrown in would look good.

Can't really manage any testing at the moment for proper gameplay feedback, just not enough time. 
Odd Shaped Bookcases 
 
Sock, how many sides does the cable have?

nice bookshelves, too :) 
Cables 
@gb, the cable is a patch, the thickness scales up and down depending on the distance you are from it. The bookshelf was an idea for filling the wall space, I thought it worked out really well. 
 
Ziffon dont make areas like this shoot

http://www.quaketastic.com/upload/files/screen_shots/ezquake069.jpg

cuts the bunny jumping! 
 
Looks to me like that's the idea! Slow down access to a powerful weapon and all that. 
 
okej :) it wasnt intentional to break the bunny jump. Great feedback as well. I can promisse it will be gone in the next version ;)
Thx 
Stars And Moons 
 
:O


Nice! 
Sock 
wow... impressive.... 
Hehe 
The shape of the room reminds me of the bridge of an imperial star destroyer.

Or im slowly going fruitbat insane! 
 
Another one of those prefabs... 
 
that... is cool! please tell me it rotates? ^_^; 
Feedback 
@Daz, yes you are going fruitbat insane! it is meant to be an astronomy room based at the highest point of the map.
@negke, what prefabs? I made it myself, it is not from any other source.
@necros, it does not rotate because Q3 draws all rotating objects regardless of location in the map. 
Yes 
but not according to that art forum.... 
 
I think lighting could make it stand out much better. Currently it does not look as impressive as it is (to me). 
Hehe 
In my defence...

Strip out the astronomy spinny thing(tm) and then compare to http://www.virulent.de/FLO/roster/ssd/images/bridge.jpg

:D

Looks great though, Ive been holding off deleting quake 3 so I can have a roam around in this map when its done. 
 
@negke, oh that place! don't worry I will be going back there with my new screenshots when I have finished my map and I am sure they will react exactly the same way again. :)

@Spirit, yep the lighting is the worst part of mapping for q3 and probably the most annoying thing about this map to me. Some people say it is too bright, too dark or too flat and it is impossible to get it right for everyone. Most of the issues with lighting is simply how everyone has their monitor set up and what type. I must of spent hours (probably days) tweaking the lighting and compiler options based on various feedback and I am still not 100% happy with it!

This room is suppose to be very bright, at least 75% of the walls are glass and the chance of high contrasting shadows is slim to none. I call this room the bird's nest and it certainly makes more sense when you can walk around it and see the whole view.

@Daz, yeah the design could be many things really, the inside of the top of a lighthouse, the top of a ship control center, the excessive glass is for viewing purposes. I am glad to hear you are keeping Q3 for a little longer to give this map a look. :) 
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