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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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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. 
Thanks Guys 
i'd hoped there is some easy way to make such arch 
Hmm 
tbh I'd say Zwiffle's way is less likely to cause errors, but it requires being able to 3 point clip accurately (not that difficult tbh) 
Hmm 
Nice map btw, liking the prevalance of 45 degree angles 
45-degree Arches 
You should be able to just build regular arches out of six-sided brushes (where the top view of each brush looks like a box, and the side view shows that the bottom of each box is slanted appropriately) and then skew them in radiant to get it onto a 45-degree angle.

If you use spog/czg style 12-sided cylinder dimensions, you should be able to keep things on a large grid value even rotated. 
So.. 
how do you use the third clip point then? 
Actually.. 
i never use 3-point clipping as it's too awkward to use (always appears at the 0 on the hidden axis, instead of somewhere on the surface of the brush.)

I primarily use edge draging and skewing to make most shapes. Occasionally vertex dragging, but that is only really useful on certain shapes (like wedges and spikes.) 
Omg! 
This isn't actually a map, but it's in Unreal, and it's the closest thing I've done to mapping outside work in a looonng time.
http://born-robotic.net/stuff/platform_01.jpg
All very much work in progress of course, no texture work yet (just normal and ambient occlusion maps). 
3 Point Clipping 
the three points define a plane that clips :o

basically, the first two set up an axis and the third generates the plane through it 
Megaman: 
not sure if you're responding to negke or me, but i know what 3 point clipping is, i just don't use it because the UI is cumbersome (have to either drag all three points hundreds of units until they are on the brush, or move the brush to the world origin before clipping and then back to the proper location.) 
More Messing Around 
http://jago.pp.fi/images/wip/ut3test011.png

yes, still no lighting
yes, I am slow 
 
megaman: I've had it with these motherfucking clips on this motherfucking plane! :P
Bal: Omg!
Jago: What's with that ramp/stairs thing - bricks?
Friction: Isn't it time for your annual posting of the same three D3 shots? 
 
Bal

NICE work. Very Shadow Complex mixed with Half-Life feel going on there. 
Bal 
texture it please, you know it already looks great. 
Unreal Bal 
Makes me feel as if I'm in the Mystery of the Sith's fallen spacecraft. 
Oms2 Shots 
As promised, here are a few screenshots of my upcoming map. The map itself is finished, unfortunately it exceeds quite a few of Quake's raised limits. (marksurfaces, nodes) and needs more time for optimizing and pruning, as well as beta testing.

So here are a few shots that should tease your taste buds, and what to expect.

http://qrf.mine.nu/~orl/oms2s1.jpg
http://qrf.mine.nu/~orl/oms2s2.jpg
http://qrf.mine.nu/~orl/oms2s3.jpg
http://qrf.mine.nu/~orl/oms2s4.jpg
http://qrf.mine.nu/~orl/oms2s5.jpg 
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