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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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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. 
Madfox 
remove checker part of the texture on the first screen. i mean the part of the EASY/HARD/NORMAL texture when one could see black part of it. i consider it a bug. this part of the texture isn't supposed to be seen.

as for the lighting, it looks too contrast imho. 
Vondur...is The Name? 
Indeed, I lost a nail
but you didn't notice on post #461

I ment in arghlite => range 0.5
or 1 or 999999999???

thanks for your advice, Vondur
Is there one mapper who isn't a Bastard to the original Quake1??? 
No 
They are all bastards to the original Quake. 
Shots 
Wow! 
Looks amazing Tronyn. I love the huge scale...

Can't wait to play this one =)) 
Looks Stunning 
I think you need to break up that rock texture somewhat though, it's the only thing spoiling the scene. 
Hhh 
shots 1 and 2 look crap. the others look okish, but lighting is really bad. The door in shot 4 doesnt look good, the trim around it should have a texture that follows the shape better. Same with the door, it doesnt fit. 
The Lighting 
really needs work, that's the first time I've ever compiled this map. I'll admit that. As for the doors, aside from making a custom texture, there's not much I can do. 
 
So make a custom texture already :) 
Hrmmff... 
...there shall be fighting in the parapets, indeed there shall be fighting on the rooftops... I hope? 
Well, 
I don't know, I haven't put monsters in yet..

I guess I'll explain. This is the new version of The Arabian Nights. When Daz and I started work on the Night Journey, he had the 3 source maps for the original Arabian Nights release. I figured out how they fit together (it was originally one map), and put them together in one map, updated the visuals and put monsters and everything in. Due to many problems with the map and the project, it sat around like that for a long time. Then, in one day last week I went back to it, deleted all of the entities except torches and all of the sky blocks, and worked from above to try to make it into a coherent "city" instead of just a bunch of rooms with sky for a ceiling giving the *impression* of a city. Thus, most of the recognizable areas from Arabian Nights aren't in those shots, because they're several stories below, on ground level.

The rooftops will be accessable one way or another, either as a secret or as part of the mandatory gameplay.

I'll post some shots of a better build along with shots of the original map (before/after etc) on my site next update. 
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