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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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Scroll down to the comments where metlslime shared a Windows version of that idea. 
Not Using Videos 
Is a fail. 
 
I recorded a demo runthrough of one of my maps, used darkplaces to turn it into a video, and uploaded the ogg theora file straight to youtube. Quality was pretty good.

Don't see the problem, really. 
The Raw Swf... 
...now smaller file size. Self-contained.
http://qbism.com/_extfiles/ac-qbS8.swf

It's not getting data from a server etc. Not a 'streaming demo player', not playable as a game, just linear playback of a specific prepackaged demo. Similar to video, resolution is pre-determined and it can't be resized w/o pixel scaling. Although versions at different resolutions can be created in advance.

This isn't a replacement for videos, just another option with pros and cons. 
Qbism: 
I think you misunderstand -- we're describing an imaginary web app that can accept demo uploads from a user and package that demo, plus quake pak files, plus the bsp and perhaps a mod, into a unique swf file. All data except for the demo could live on the server already, and the web app could do the packaging.

The result is the same (a custom swf that plays one demo) but the difference is a web app automates most of the process. 
Anyway... 
nice work on getting the size so small -- did you edit the pakfiles to include only the minimum files needed? Or is it just compressed? 
Web App 
Now I get it! The server could assemble the minimum files needed from a large resource. That is what I did manually to get the file smaller. (Plus they all get zipped.) An automatic system could do even better. 
Client -> Server Keepalive 
http://necros.quaddicted.com/temp/ne_t1_2.jpg

smaller this time. 1600x1200 is probably excessive. 
Allways Have A Shotgun Handy 
when reading ancient lore. 
Necros 
Yes. 
Ditto 
so clean man, looks rad! 
Broke Up Some Floors 
Also 
Shot 1 looks better, but a) pillars standing on a grille look very unbelievable and b) you need to frame that hole in the ground on the right of the shot using some sort of trim, otherwise it looks odd I think. Best thing would be to add the trim to the floor texture that is being cut off diagonally.

Other than that, it definitely looks better than before, breaking floors and ceilings is a very important part of making a map look less bland. It can also help to use different floor patterns / textures in different areas of the map. These can be used as clues so that the player can learn the map more quickly. 
Shot 3 
Has got a Predator in it.

"I seeee youuu" 
 
i think sleepwalkr pretty much said it all. nice looking map and breaking up the floor with different textures is a great idea, but the pipes and grill interfaces aren't very believable. 
Oh Well 
Done 
as far as I can see.
towards which down
under I'll agree. 
Nice... 
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety? 
Negke 
hhhmmmm looks really nice.. a bit dark though... 
Negke 
Feels very e4m4... 
Guys 
how you're make that arch rotated at 45 degrees

with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass 
Ps 
btw , negke the screenies look very kewl, cant wait to grab the (finished) map 
 
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care. 
 
ooo, scaled textures. 
 
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.

The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.

spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding. 
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