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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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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. :) 
Im Hoping 
I fix my comp before this is out. which gives me what, 1 or 2 years sock?? 
Soonly 
@nitin, I have got a few things to polish (VO, clipping and more details) and that is it, no more, it is finished. I will send a link to some friends this weekend for testing and it should be ready in 1-2 weeks time. (if no major bugsTM) 
Sock 
re q3w, I'd advise against a minimod or config fiddling. It would only annoy us, probably. 
Megaman 
Rest assure the map will work 100% with Vanilla Q3 and will not be shipped with any mod. One of the original guidelines I had was the map had to take the original Q3 and push it to its limits. If I had made a MOD, most of the impressive factor would be gone. A strange challenge

I admit limiting my work by the engine is unusual, but I wanted to see how much wow factor I could squeeze into the map just using the default settings. It may seem 'cheesey' wanting a wow factor but this is the impression I want the player to get when they enter this map.

The config idea I talking about at Q3W is a simple command line batch file which switches off most of the useless HUD stuff so the player gets the full screen view and lets the immersive sound effects work better. I spent a very long time trying to compliment the environment with sound and it seems a shame to have the dated Q3 HUD spoil it all. 
 
switching the hud off is a good idea. it's cartoony and designed to stand out which isn't a good thing for this type of map.
man, i really want to play this. ^_^ 
Hmm 
I wanted to see how much wow factor I could squeeze into the map

Already pointed this out... ;p 
Unreal Stuffs 
Messing around in UT3, shaking the rust off my UnrealED skillz ;)

http://i45.tinypic.com/2v1ndqo.jpg 
 
That's cool! The fire is a little "video gamey" but the lighting and the fog look great! 
 
Not enough crates/pipes. 
Blitz 
looks very nice! Did you model the rocks yourself? 
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