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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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Well 
You can do something about it. Question is if it's worth it. The map has many texture combinations on walls, all of which use individual brushes. You could take some of the more frequent ones, for example the bricks with the grey concrete trim on the upper and lower parts and merge them into a new custom texture. This would turn three brushes into one. And if you do this in several location, you can lower the polycount enough to make the grey flash go away in Winquake. Alternatively, you could inspect the area with r_showtris 1 (in Fitzquake; DP only with its native culling disabled) to see if what is rendered from that POV and if it can be changed by some vis blocking.

And there are still (few) people who use software QW engines. As crazy as that sounds - it's that entire frame rate++ crap. 
Whoa 
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load. Are those things really possible with Quoth's *_command? I don't think so (I hope not). :D


Obviously ShadoW is not looking for such tricks though. 
Yes, They Are 
But why would you want to do this? 
 
Thanks guys. It is really not serious issue for me. I can live with it, as you said it yourself - nobody really use winquake, me neither. I asked about it only because to get clear it's engine/port thing. So case is closed ;). 
Heh - I Have Tested Maps In Winquake Before 
But that is when I was tailoring a map to fit within the limits of the engine. I was happy enough that the maps loaded in Winquake, and didnt crash it. But I got the same issue that you are experiencing. I think anyone who does use Winquake will probably know to set their draw distance higher. And you can always put a line in your README explaining that Winquake users must use those console commands..... 
 
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.

That's like being the Amish of Quake. 
 
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic. 
 
I rather be amish than a half-plugged peacock. 
Lol 
 
Hyper Alpha State 
http://img834.imageshack.us/img834/3491/tmpquark000000.jpg

all the shit disks will be jumppads at one point

still just a shell of a multiplayer map really 
The Pit 
 
look like a map parboil made but in the lava!

http://www.parboil.quakeworld.ru/maps.php

Old Crater

But this one guess is with wind :) look fun 
Safe3 Final "Deadly Momentum" 
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.

Also, once I release the map should I notify any sites or people to get some attention? :)

Map can be found here:
safe3final

Screenshots:
safe3f1.jpg

safe3f2.jpg

safe3f3.jpg

safe3f4.jpg 
Q1shw1: Devastation 
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens. 
 
ziffon

http://quakeworld.nu is a prioraty!

then you can post in here and at http://quakeone.com 
Prioraty My Ass 
Since when has posting new maps at qw.nu ever lead to constructive feedback? 
Ziffon 
ziffon, there is final release:
http://shadowsdomain.wordpress.com/levels/quake/devastation/

I've deleted betas from dl 
Shadow 
Grrreat, I just noticed on the front page as well :P

Gonna take a look at it. 
 
Hows your Q4 map going shadow? :)

Screens of Devastation look good. 
Q1shw2 - Layout Test 
Hey guys, me again :). So I had this idea for a map. And when I have an idea, I simply have to make things. So here's very fast (about 3h of work), first layout test for new map.

http://dl.dropbox.com/u/16372046/q1shw2_test.zip

Ugly - no light (or vis), and no items exept MH and RL. 
You're A Mapping Machine Shadow! 
 
Indeed 
Layout seems okay in general. Parts of it feel too long or spacious, though. The teleporters are a bit odd. I'd say either relink them or turn them into jumppads. Lol at the door. Needs to be faster. 
So I Found My Install Of Fraps... 
...and thought I'd have a go recording some Quake

http://www.youtube.com/watch?v=8JWsc3IjKTE

I know sod all about videos and compression and stuff, was mostly just fumbling a bit with Virtual dub and such. If anyone has any tips on this kind of thing I'd be interested :E 
 
When recording for Youtube, it's probably advisable to use a higher resolution (like 1024) and also increase the game's brightness more than you would for regular playing. Then compress the video with Xvid or any other proper codec (Spirit would say H264) so that the file size is reasonable for uploading but the quality doesn't suffer too much. This will also allow you to select different quality settings on the Youtube stream. Yours is 240p which is the lowest possible one. If the source video is good enough, there'll be 360 and 480, and even 720 HD. At least I found it's available on my videos which were done like described. 
Thanks Negke 
I'll give it another go later with a different resolution :) 
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