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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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But Oh Dear. 
Trouser fail, I now need a 3rd pair after seeing Tronyn's shots.

Great stuff there. 
Tronyn 
nice styles.

Mike, that looks great. 
A Desert Dusk 3 
The style in that Dry Sorrow(?) map is ace. 
Nice Shots! 
Mike & Tronyn! It's nice to see those scraps lit and so well put together. Can't wait! 
"Quakery!" New Q1 Conversion .. 
Mike: 
Have you tried PanQuake?

Would be nice if someone made a nice modern shader based version of fisheyequake and panquake... 
Playing With Coloured Lighting 
 
Shots 49, 52 = tastefully done.

Shot 51 = foul.

Shot 50 = unsure, but it might work well in game. 
 
slight use: very nice! might be even more subtle I think.
dramatic: looks like Shambler's rearside

Make sure not to create annoying grunt sniping gameplay, See http://www.quaddicted.com/reviews/sickbase.html as a anti-example (sorry Ricky :) ). 
Question On Strong Colour 
With strong lights, is it generally the saturation, the position (which wasn't thought out, I'm experimenting so was just matching them to the texture of the light source :p ) or the clash of colours (eg would switching spot lights to white improve it etc)

or is just the whole theme of the lighting shit?

ta for feedback :) 
 
51 just looks like 49 with the white light removed :P

too dark and saturated. the other three are all nice though.. the colour complements the normal light rather than smothering it 
Correct Comments. 
Subtle good, over-colourful vile. 
 
google up a colourwheel for painting houses and use that to figure out what colours to use.

full red/full blue lighting next to each other = ugly as fuck. 
First Shot 
Looks amazing. 
Had Another Go: 
Okay, a go at making that big room darker but less urgh...
Dropped saturation, increased ambient again, but moved the lights lower:


http://www.zealousquakefan.com/images/arrival/zqftest03_construction53.jpg

Too dark? Blue too strong? :E

Another corridor with some little highlights from the monitors
http://www.zealousquakefan.com/images/arrival/zqftest03_construction54.jpg 
 
it's really not necessary to colour-code every single light and monitor. for main lighting, i'd stay closer to white, as well. for example, in 53, i'd make the red lights be pure red and very small radius. highlights, mainly. the blue strip lights i'd make as the main light emitters but make them nearly white, a very pale cyan.
there are more colours than just rgb. 
Purple ? 
... bah, nevermind... :P 
 
Thanks for the comments guys, I'll try and do a more detailed outdoor area and see how that goes colour wise.

I think the style I'm generally going for now is making indoors look quite warm and the outdoor or open areas cold... :E 
 
with colored light, try reducing the radius of intensely colored ones (raise the wait value to 2 or more).

You have to play around with wait values really.

Also try combining white lights with the blue ones.

Although light blue and light-medium yellow seem to usually work well - watch for pure colors (red green blue) and reduce their radius / lower the brightness. The blue spot on the right side of shot 50 is kinda intense.

For a strong colored light effect like with lava or big flames, keep the brightness under 250 (avoid the washed out effect / clamping) and increase the radius instead / put several point lights spread out over an area instead of cranking up the brightness.

You can have subtle colore variations with this latter approach / combination with white.

http://kneedeepinthedoomed.wordpress.com/2010/11/07/orange-light-green-walls-far-out-experiences-with-colored-light/ 
 
you can almost eliminate colour wash-out by using delay 5 in aguirre's light. delay 5 caps intensity at max instead of allowing intensity to approach the sun like delay 2 does. you can still get wash-out if you have multiple lights, of course, delay 5 doesn't do anything about that.

those ayleid shots i posted a few weeks ago all use delay 5 with between 450 to 600 intensity (and sometimes wait 0.75). 
 
This stuff is reminding me of old Unreal, where bright lights turned green :p

Quite a headache 
 
Interesting.

delay 5 changes the falloff formula though - I went through a phase where I used it everywhere, but moved away from it again.

It's good to know though and I'll try it for sure. I guess we're getting a grip on it :) 
Q1shw2 - Deep Scars (beta1) 
Looks Very Sexy Indeed! 
My only criticism from the shots is that you need to sort out the metal texture on those uprights. I would increase the dimension on the y axis slightly so that you can't see the trim, or atleast try and align the trim in a fashion which makes it more justified and less broken. 
Some Comments 
I see you went for a more cohesive texture style this time - presumably to make the map look better under QRP? - but the result turned out somewhat monotone and gray. It might help if you had more city2_6 trims everywhere.

The checkered floor texture clashes with the metal walls badly, IMO.

The lights on the stairs didn't look too good - either use a smaller light texture instead of resizing the large one, or shrink the floor texture.

Like negke said before, the teleporters felt unnecessary, and could as well have been jump pads, or lifts - or maybe even some E4-style stairs. Also, the actual teleporter seems a little too big.

This area seemed perfect for a powerup (maybe a MH?) but I dunno if that's a good idea for a 1v1 map. 
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