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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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Cool 
Wicked style - I love it! Without the QRP, that is.

Layout seems very good, no item placement - would have to play it against opponents.

Some technical notes: there are a few empty spaces outside of the map (between brushes of adjacent rooms), noclip around to find them.
The steps at -592 -432 216 (near the RL) could use clips on the side so players don't get stuck.
The gears panel at 373 768 360 isn't clipped off.
The angled skull textures at -589 -583 303 isn't properly aligned.
The base trim in the main atrium (image1) looks a bit off with its lack of seams. I'd say either make a 32 unit trim with seams or use the 16 unit texture on those faces as well.
There are some unrealistic shadows, or basically black walls, in sky areas. Not a big deal, but you might want to put a little light there just for neatness.

I strongly recommend turning all of the torch holders into func_illusionaries (or delete them altogether and move the torches to the walls). This should lower the polycount a bit. Likewise, the same could be done to the weapon platforms. Check with r_showtris 1 to see what I mean.

The lighting issue, did you compile the map with -extra4? This might make it go away.

The "vis issue" is a portal error that occurs sometimes when QBSP doesn't like the architecture for some reason, or just feels like it. You can try to fix it by splitting the brush into two triangles and shift the texture on one of them slightly (so they aren't merged by QBSP). 
Err 
*no idea about the item placement 
Looks Very Nice! 
Have you tried it in Darkplaces with all of the fluff turned on? I bet that would look cooler....

As for the vis error - yeah like Negke says, try splitting the brush. Or just try replacing the brushes in the affected area with slightly different ones.

Which light tool did you use?

If you ware using Worldcraft you might want to try "Check map for problems" - you often find some clangers at the bottom of that list ;) 
Hmm 
I see too many textures and clashes. Is it just me? 
No, But. 
The replacement textures highlight it too much. Without them, it works much better. Yes, they clash, but in a good way. IMO, anyway. Reminds me a bit of spirit's recent DM map which used a somewhat unorthodox style, too. 
 
Pictures were taken with DP+QRP.

For compilation I use Lordhavock's hmap2.exe (and Radiant 1.5 for building the stuff). 
OK, Some Stuff 
To make Darkplaces textures look even more awesome use these two console commands:

r_glsl_offsetmapping 1 r_glsl_offsetmapping_reliefmapping 1

If you use this light tool:

http://celephais.net/board/view_thread.php?id=60480&start=10

You will probably find your lighting problem has gone.

And if you use this QBSP tool:

http://quaddicted.com/tools/txqbspbjp.zip

It might fix the vis error.

Please try it and report back here :) 
Agree 
re QRP - not my fav, but looks very nice in game with regular textures! 
About QRP In Custom Maps 
You have to take the replacement textures into account while you map.

You have to map for the QRP textures, ie use Quake textures whose QRP replacements look good together. If your vanilla textures are a jumbled mess, the QRP will highlight that.

Try using a more cohesive style, and test your map with QRP enabled so you can detect problems early, and it will look great with QRP.

e1m6rq was made for the QRP. The vanilla textures are just placeholders in the editor. Dev textures pretty much. 
Agreed 
I'm a sucker for texture combinations and this map looked ace (Not so much with QRP though as gb said). Tastefully done colored lighting too, I liked the sparse fulldark areas.

The pitch black 'dead end' opposite the NG seemed like a good place for a ROS maybe(?). Unless it was your intention to not use any powerups. 
Powerups 
I will add later second .bsp to archive, which will be ffa and include Quad (or sth else). Thanks guys for all feedback, I will take care of things you mentioned, and will post new version soon. 
Q1shw1 Beta1 
Ok guys, second beta:
http://dl.dropbox.com/u/16372046/q1shw1_b2.rar

I've used that light compiler RickyT23 mentioned, it seems ligth issues are gone. Also I fixed some small things, all I could think about atm. I'm pretty content about the map right now, thanks once again for feedback. 
Great To See The Q3 Mapping Machine 
I highly suggest that you post about this on quakeworld.nu since that is where the multiplayer community sits (for quakeworld). There also is quakeone.com where netquake players from the US go. 
 
Yep, I know both, will do soon. 
ShadoW... 
Love it, awesome, very different, fresh...except This

The ledges blocking the arches just look wrong, really-really wrong. Or maybe, it's just me? 
This Time Shots Have Monsters In Them Omg. 
Really Liking Gold Door Shot 
 
ZQF. 
That's looking good, the refinement and details are really helping. The last upper corridor shot shows it well, good base build quality.

The very WIP shots show progress and I'm sure you know about the textures and stuff. Not sure about those spindly pylon things.

Keep at it dude. 
Thanks For Comments 
I've posted quite a few shots of it so I'll stop posting them up as much now.

Having said that will try to have a beta ready soonish for gameplay purposes :E 
Devastation - Vis Issue 
Hey again. When running the map (Devastation - see few posts up) under WinQuake I have those strange Vis issues:

http://shadowsdomain.files.wordpress.com/2011/01/quake01.jpg

Part of the main room is dissapearing while moving around it. No problems under Darkplaces or Ezquake. 
Im Sure There Is A Command To Increase The Draw-distance 
The Winquake program was designed to play the original Quake maps, which were designed to run on a 486 system with 8MB of RAM. As a result it will only draw so many of the nearest world polys at once. There is a console command to increase this, but I cant remember what it is.

Any modern engine should run the map just fine! 
 
Yes, as I said DP and ezq runs it great. So there is no thing I can do from mapping point to help this under WinQuake? I mean like adding some copmile/worldspawn command option? 
 
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this. 
Wee The Console Commands 
are

r_maxsurfs (default 1000)

and

r_maxedges (default 2000)

The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.

Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire. 
 
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.

I simply try to test the map as much as it possible. 
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