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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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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. 
Hmm 
the shots with original quake textures look much better than with those shitty hi res ones. 
Indeed 
#7312: "I see you went for a more cohesive texture style this time"

If mixing metal, medieval, and tech-base all in one room is "more cohesive" than the last iteration, I'd love to see the earlier drafts... 
 
i like the texture scheme. i don't have a problem with it being monotone. kind of like a poured concrete runic map. the hirez textures work much better this time, and the regular textures go well too. at the same time, however, it could use more variation on the larger flat walls, not just the same texture over the whole surface.
for example:
http://necros.quaddicted.com/temp/ne_q1shw2_b1_02.jpg
blue area should be the same texture but at 90 degrees
green area should be like a demon head texture or something.

just an idea but this is what i mean by breaking up the wall. 
Kinn 
ShadoW 
Notice how the textures on the angled surfaces look different from the rest - stretched to fit the width. For maximum neatness you should reduce their scale accordingly, e.g. on 45� walls it should be something around 0.75 (x or y, depending on which plane it is). 
 
Yep guys, there are some issues, and I know about them :). It's beta, obviously. Tbh I expected more feedback about layout and item layout then texturing ;) at this stage. 
Oh 
well, you'll never get that from me. :P i never played quake dm and competitive layout has never interested me much. afaik, just put RA and RL at opposite ends of the map and you're set. :P 
 
ra and rl at OPPOSITE ends? shit no wonder no one played any of my dm maps :P 
Any News On "Mortisville" Mod ?? 
Someone knows if the mod "Mortisville" is dead or what else ?

..I remember some screenshots pretty good 
 
it's ne_melee 2.0! :P

not really, but just something i hammered out today. feels like a better implementation than that original mod i tried way back.

swing damage increases the longer you hold down fire, just like most games out there.
block is automatic though. you can't block when you're swinging, obviously, but you will block as long as you face your attacker.
you can only block other melee weapons though.

thinking of making some kind of stamina system so you get tired blocking or something but there isn't really anywhere on the UI to put that, unless i used the current ammo slot. i had planned to make the current ammo slot the 'swing power' though. :P

not sure if i'll actually make map that uses this thing... it's very powerful and needs multiple attackers to keep it in check (so that a monster can hit you on the side where you can't block). if it's just 1 on 1, you never have to take any damage. 
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