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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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Haha 
well, it's a nice section of wall that could eventually be really cool. but yeah, needs more before i can really comment on anything. 
A Night And A Day 
http://qrf.mine.nu/~metch/pngs/gore2.jpg

can you guess the inspiration for this?

hint: its an album cover 
 
What's great about mapping is that it always works best when one should be doing more important things.

http://negke.quaddicted.com/images/fitz0000.jpg 
Interesting... 
architecturally. Not so certain, texturally. Better make it nice and dark but with good, glowy lava :-) 
 
Terrible lighting, makes it hard to see any structure in that mess!


Rusted metal with metal/concrete (I never thought of those as metal to be honest) on the other face looks weird to me. 
you and your amazing off-axis mappery! i always shy away from that because it makes creating brushwork many times harder, but the results are always amazing. 
 
From now on all my maps are going to be fullbright. This way at least I don't have to worry about Spirit posting black screenshots!

Off-axis brushwork isn't so difficult to do - well, at 45� anyway. Though I must admit Gtkr's brush validation can make fixing the brushes a real pain in the ass. And for complex constructions, like spirals or rocks (basically anything trisoup), I might just switch back to Quest. :P 
My Motto 
"I am the wizmet king, I can map anything." - The Func_Doors 
LOLLLLL This Complain Is Mine... 
"This way at least I don't have to worry about Spirit posting black screenshots!"

:( 
Not Sold 
on the texturing, but I will take that brushwork. 
 
Ijed and Negke are you guys up for some beta? 
L4D2 Shots... 
I've been tinkering with L4D2 mapping for about a week now and I think I've got a good grip on Hammer now. I'm working on a small survival level to get my feet wet and while I don't think this will actually reach a complete state, it's been great fun working on it. The idea here is that the battleground is an old bus terminal (which itself was converted from an old barn). It's got a restaurant upstairs, places to wait for buses, and the usual amenities. Not sure what to do with the parking lot area yet - I was thinking of turning it into a military stand off type thing. Lots of bodies, gore, etc.

This level is a VIS terror, I know. That's why I don't think it'll actually become a real release - but it's fun to tinker with!

http://www.wantonhubris.com/L4D2_Shots/shot1.jpg

http://www.wantonhubris.com/L4D2_Shots/shot2.jpg

http://www.wantonhubris.com/L4D2_Shots/shot3.jpg

http://www.wantonhubris.com/L4D2_Shots/shot4.jpg 
Well 
There are a lot of things you can do to cut down on Vis time, such as func_details and hint brushes and whatnot. There's a lot of things you can do to optimize and give Vis a nudge in the right direction. 
 
Yeah, I know, I've just not really paid attention for this map. It's my learning phase, you know. I think VIS won't be the problem but it might be chuggy to play since the building is full of holes... 
It's Nice To See That Those Chairs Are Being Well Kept 
can't say much for that bathroom though 
 
Haha, well, the idea was that I was going to build the place basically in the state that they would have left it - and then fuck it up some to represent the zombie situation.

It's not working out that way as I'm doing bits of destruction here and there as the whim hits me. The bathroom was the first casualty. 
Bathroom Looks Good 
the rest is a bit plain. 
 
Trinca: If it doesn't include DBSing through hundreds of hell knights, sent it over.

Willem: Who would convert a barn into a bus terminal?! A road diner would make more sense. I agree it needs more chaos - toppled tables and chairs, menus and napkins on the ground etc. The graffiti seems out of place, the toilet a little too worn down. 
 
Work in progress! :) The place will be zombified, no worries. 
One Other Thing 
the outside roof design looks strange in the 2nd shot. Not quite sure why but it looks out of place for the setting you describe. 
 
negke on hard just have 100 :\ so... :) 
L4D2 
Working on getting a feel for L4D2 levels and how buildings should be structured. First attempt:

http://wantonhubris.com/blog/wp-content/uploads/2010/06/BuildingA.png 
Willem 
Looking good so far, quite believable structures. Looking forward to whatever you come up with. 
 
Amazingly enough, I could see orange as a very believable choice for a strong jazz club. Structure's looking good too, though I imagine the top level could use a few more windows (or skylights). 
 
That looks like a really solid building. Wish I bothered to spend time playing around with cool shapes like that. Good show old chap. 
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