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
Yes 
It looks like something I would do if I would just follow through with my ideas. 
Maric 
Looks neat. 
Maric 
How come I see Q2 weapons? 
H-Hour 
perhaps becuase it's a Q2 map...? 
Yeah 
It is a Q2 map as a matter of fact. 
H-Hour 
Finished my first Quake effort (will post about it later), went back to my comfort zone...

He's finished his first Quake map but since then has gone back to his 'comfort zone', which is, surprisingly, Q2.

Looks nice too 
Phfffttt! 
which is, surprisingly, Q2.

I reiterate... Phfffttt! 
Okay! 
 
More More More 
Blah 
Hm... 
i really only like the last shot. the first two are rather uninspiring... although, there is some nice vertex work on the computer terminals. 
LTH 
I always like it when there's clips or supports or something around the glass so we can see how it's held up. It makes it feel more solid. 
Pushplay 
Yes, I was thinking about that. Then I was thinking 'god damn that would take some effort'... 
.. 
effort is what makes a map good. 
 
So I've done it, already... 
Ok, Yeah, I'm Dumb 
For some reason I thought "your comfort zone" was just that style of map, with the rock floating in the void thing. I get it now. 
Beta - Pjw3quickie4 - The Small Place 
Every now and then I crank out what I call a "quickie" map (sort of an extended speed map) as a bit of a clearing-the-mental-pipes sort of exercise between larger, more complicated projects.

This map is the result of about 16 hours of work, and this will be the only beta--I'll (obviously) take an hour or two to fix any bugs or problems that are found, but most likely won't do any major reworking.

I basically started wondering a few days ago what would be the smallest map I could map that still had good gameplay. In retrospect, I wish I could have completed it for the 1024 comp, since it fits nicely in a 1024 unit cube. :)

Thanks to Rorshach for the great textures, and Jaj for the perfect skybox!

It's not exactly a CPMA map, but it does have a couple of nice promode jumps in there . . . and, of course, works fine with vanilla Q3.

Screenies:
http://www.planetquake.com/pjw/screenshots/pjw3quickie4ss1.jpg
http://www.planetquake.com/pjw/screenshots/pjw3quickie4ss2.jpg

Download:
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw3quickie4.zip
(~1.1 meg) 
Pjw3quickie4 
I liked it. You could stand to make the bars more interesting given how much you're using them. 
Not A Bad Idea 
I could at least use a more interesting texture, or even add a base/top fixture to each. 
Pjw 
I don't think those bars look that great together with the plain wall in the first shot, it looks quite... what was that wonderful word someone used earlier... 'uninspiring' :P

The light casting through the windows is pretty though. 
LTH 
i like the screenshots a lot, i really like the blue strip lighting stuff.

fc9.jpg looks highly original 
Uwf 
Cheers. Funny, I thought I'd ripped that area off from somewhere... 
Well LTH 
I saw your command at the Pipeline.
Here is what I tried...

http://members.home.nl/gimli/Quake01.jpg
http://members.home.nl/gimli/Quake00.jpg 
Madfox 
I think that looks much better - as to getting the waterfall to work properly - turn the waterfall textured brushes into a func_illusionary. If you want pepole to be able to climb up them (unlikely) you can also put a second, smaller brush underneath that is water textured.

Next point...

The lighting seems entirely arbitrary in a lot of places - like at the top of the second picture: the light doesn't seem to be coming from anywhere. I suggest you put some lighting grates or walltorches in. 
Gullivers Travel 
Hey, thanks for the hint of making the animated water texture a func_illusion.
It is so absurdly simple I forgot to do so, and now there is a stange barriere between the water tex and the animated one.
I think it is a great solution, but I thought animated tex couldn't have a func_illusion.

For the light you could be right, but as you can see, i made the level 3/2 times bigger.
Now the density of the lights has changed,more so by using the argh.light
The yellow glow has faded and turned into a more cold white ligth. As for all the other things in the level, because I am not sure it was a good idea to enlarge the level.
Now the spaces have become so large, one can easily avoid the monsters attack.

What is your opinion of enlarging a level? 
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.