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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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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? 
Fox 
That level doesn't look too large. In fact, it looks like there's an opportunity for some clever monster placement due to the multilevelness (sic) of the map. Specifically, ogres need very careful placement to be useful. For examples go away and play CZG's maps (http://www.planetquake.com/greyvoid ), they often have very good monster placement, and yet often have wide open spaces. 
Madfox... 
Any chance you could post a screenshot of the 2d views on that map in your editor? I'm curious... 
Curiosity Killed The Cat 
I made an addition of some screenshots of "Crumb" on my Lycos site.
At the very end of it there are 9 new screenshots.

http://members.lycos.nl/portable/newpage.html

What I was curious for was the strange change of lightcolour, what gets lost when one enlarge the map.
The firts screenshot on #655 has a much more mellow glow. 
Simple... 
i can tell you that very easily: you used a different engine in the top shots, than for the last 9. it appears you used regular winquake for the last nine, whereas the first ones appear to have been taken in an engine with support for overbrights and some type of lensflare effect.

it also looks like the palette you were using for the first shots was a lot more vibrant, which made it look like the lights were a warm yellow. the last 9 look like a regular quake palette, which is rather washed out to begin with. 
Fox 
Wow, that looks like an enormous map with tons going on in it. The quality of the map in the second set of pictures is better than the first, I think. There are some mixed-up textures (like using basefloor on top of rock, and using stone wall for floor). I think you also need to think a bit about texture alignment, especially when using so many stone wall textures. Also, try and break up large areas of texture - I'm thinking of the blue metal with zig-zag trim texture, which overpowers all of the areas it is used in - and it really shouldn't be used on its own as a ceiling texture, either. 
And Orges Haunt Me In My Sleep... 
Thanks for the support, I will rest my weary ears on it after the bunch of maps I am digging with.
After all this time it got really hard to understand all the backup directories I made.
Took me three times to upload Quatrotski with all the covered up bugs in it.
And Necros, don't let me fool you with the Telejanos pictures.The other ones were made in the straight Quake1 version, reason why they look so pale.
At least that's what I am realizing now.
BTW thanks for the betatesting! 
Argh... That Lightnin's Got Me 
I renewed some pictures on my Lycos site.
And although they came out dobble, I stopped
worrying about that fact, for it is a free site.

http://members.lycos.nl/portable/newpage.html

I was wondering about the light question.
As I play the sequel, I see some maps in bright light and others were made with another argh.light and so they are much more dimmed.

My question now is, what could be the best option to set light to the maps, staying as close as possible to the original quake1 settings.

When I see other maps it strikes me they sometimes are so dark, as the original quake also was. Others make maps that are quit bright. 
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