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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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Can't See Shit 
on those 
Calibrate Your Monitor 
http://www.monitorsetup.com/

on the other hand, macos uses some different gamma value. maybe that is the culprit? 
Sexy 
distrans 
Could Be The 
mac gamma value... but usually I have no problem seeing stuff on screenies! 
Same 
just see black screens with pinpricks of light. 
Also 
metal/runic stuff:
http://necros.quaddicted.com/temp/vaelRoom1.jpg

bare walls on the sides there... probably needs more details. 
Also 
metal/runic stuff:
http://necros.quaddicted.com/temp/vaelRoom1.jpg

bare walls on the sides there... probably needs more details. 
Ah Crap. 
 
 
those two rooms look very similar... 
 
very nice ^Distrans as always... 
Necros 
I like that shot. The overhead pipe really makes it work, suggesting some kind of industrial complex overhead - yet this clashes with the runic skulls/decoration in a good way :) 
Distrans 
looks fine on mine, etc.

Actually, looks really really fucking good - never even ran through the DM map, but was pretty impressed by the screenshots.

Thanks for doing what you do, how you do it. Keep it up, please!

Necros - ditto. 
 
my monitor is calibrated fine and i can't see much in those shots. hopefully it's not that unlit in game? last shot looks great though. i love churchies in quake 
Distrans / Necros 
Looking forward to playing them! 
So Do I Of Course 
Though I hope distrans adds some brighter light sources to compensate for the lack of contrast of that min level. And for necros to put some lights in the lava. AND finish the map before starting another one. ;) 
 
distrans: Interesting to see a city style of level for Quake, and it looks pretty.

Actually brings me to a question; Are there any neat (SP) city themed levels I should check out that I most likely have missed out on? Probably not the thread to ask this though... 
 
i went and passed distrans' shots through photoshop's levels filter and i was able to tell what textures were being used. :P

i'm kind of excited to see a kingpin textured map. :)
the mix of kingpin and rtgnosis works rather well though i would not have initially guessed they would. 
Yeah 
I'm always impressed at how Distrans is able to get such an incredibly wide swathe of very different textures, and make them work together. 
Towne 
by fat controller (I think?) is a cool city theme map.

Also, I think it was part of the mexx series of maps that was set in a large city environment? Or was it one of Tronyn/Kona's map packs? Gah can't remember! 
Hmm 
if you're thinking Towne directly, I think FC had a modified version in his episode called Otranto. 
Need Some Gameplay Opinions 
Hey, my map is getting there, just some polishing to do, being as this is my first map I need some opinions of it's deathmatch gameplay.

it's a 3 player FFA map

http://www.craftedbyben.com/3v3.map

It'd be great if any of you could have a mess around, tell me what you think. 
 
compile it enliten as a .bsp not a .map 
Enliten 
I just loaded your map into Worldcraft then compiled it and ran it in Darkplaces engine.

I made the following observations (please dont take offence to any of this, I made all of the same mistakes with my first map(s):

The map leaks. You have sealed the map by placing a box around it. You should never have to do this because all of the space between the outside of the map and the inside of the box is drawn by the engine unnecessarily.

The best way of finding a leak is by loading the map into your engine, then type on the console "noclip" then "gl_clear 1" then type "pointfile" to load the .pts file generated by the compiler when it finds a leak. You can then fly around your map and you will see a dotted line. If you follow the dotted line you will find the leak.

The box is made of 6 brushes which are about 1 unit thick. Personally I dont like making anything which is less than 8 units thick EVER.
Then Quake engine and it's compilers dont like thin solid objects. The thicker, the better
:)

There are lots of brushes in this map which are off-grid. This is probably the cause of your leaks. The QBSP compiler will have to move any points back onto the grid (the 1x1 .map file grid) and this will create gaps between brushes which will give you leaks.

I wouldn't use QuArK at all personally. Worldcraft is good, but also versions of Radiant and BSP editor are likely much better.
Quakrk is pretty notorious for making maps with leaks and off-grid brushes. Some people have success with it though (Trinca uses it well), but I think the other programs are probably easier.

The lights are too dark throughout the map. There are also textures which are chopped in funny places (the base texture on the wall in the first corridor for example - chopped off 32 units from it's bottom). I would make the walls 128 units high instead of 96.

The way you have blended the green mid-evil brick texture with the Id1Base textures doesn't really work too well IMO.

All of this aside, this isn't a bad attempt at a map, you could have a little fun with it, but you need to address all of the leaks, the off-grid brushes, the lighting (make brighter), and the texturing.

HTH 
Inception's Pretty Good 
but not great IMHO.

And sleepy, maybe its the dearth of good horror films in recent times, bu IMHO The Descent gets the basics of the genre right and then some, which is more than I can say for most films in the genre in the last 10 years. I find both halves nerve wracking and entertaining. 
Oops 
wrong thread 
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