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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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needs a bit of vegetation gb. has big ass trees, but no weeds or grass? 
Secrets 
metslime, I have a map in work for quite a time now. It's not very large, I'd say it's a medium size, I already have 15 secrets in it, but I plan to add more :) 
Secrets!?! 
Do your thoughts on secrets change depending on the linearity of the map? My map is very linear and many areas cannot be revisited, so if you miss a secret on your first trip through a room you won't be able to find it again without playing the whole thing through again (or noclipping natch :P ) 
Doesn't Matter 
If anything, it add replay value for treasure hunters. Besides, it doesn't have to be the most refined secret areas - sometimes a medkit or an ammo box placed behind a corner or a crate does the trick. Not hard to find, but satisfying for the player. 
 
Kona: Yep, true. I decided to do the main features like hills and large trees first, then fill in details later. I haven't looked at all the various grass models enough yet :)

I'll also need a lot more layers in the megatexture. 
 
Crysis grass: It seems like the small grass is about lawn height, and pretty sparse. Large/medium grass however is almost knee height, and people will see that while running around - so it seems large grass can be used like bushes and will catch the eye, while small grass often won't.

Probably going big to small will also work OK with grass etc. 
Secrets. And Backtrackability. 
I'm no mapper, just a user, but one of the biggest letdowns in my quake experience is not being able to go back to places after having cleared up the map.

Obviously, this is not that important in a standalone map as opposed to say, one part of a longer mission(where you may use the secret finding to regain supplies for subsequent maps), but I think that backtrackability should be paramount, when designing a good map... 
 
In the melt ruby map I was with 1% and saw a 100% secret in a crate... zomggg had to get it... made a almost impossible bunny jumping but I got it :)

that please me like honey! 
Hope My Lighting Technique Is Getting Better :E 
I Think It Looks Great 
but I am under experienced so that probably doesn't weigh much 
Nice 
the white lamps at the top look like they should be scattering more light though 
 
I'll make the light texture smaller so they look like spot lights :) 
Nice ! 
Just maybe not enough lights on the top... though.. looks great ! 
 
<3 
 
 
this map a loooooooooooot of brushes for sure... I see many details! 
Udk 
 
Reminds me a bit of Rage - take that how you will. Would like to see more.

Are these just you playing around with the UDK or are you working on a project? 
 
imo it could do with some extra texture layers on the heightmap, mainly to merge the meshes into the terrain better. And to just add a bit of detail to break up the open bits of terrain :) 
Ur A Pro Aren't U? 
O_O
 
The stacks of huge rocks in the distance look cool, better than anything I managed, I suck at making distant shit :P 
 
It's veeery early shots, actually I have sth better right now ;). Actually I was surprised myself at one point, that it indeed can remind Rage shots :P. And yes, almost no terrain blending yet there, also all (ALL) mountains were done with single rock model :). 
Ricky! 
Finish my level I wanna get your feedback in before I do much more on it :D 
Shadow 
Beautiful shots, nice work. 
 
Anybody seen Ricky? Im gonna keep comin back until someone REMEMBERS seein Ricky. 
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