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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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The Raptors... 
Are available in Jesse's RDE episode, if nowhere else. :)

http://www.planetquake.com/rde 
That Great Qmle 
Skin-texing isn't my best part. Although I am glad endly to have the Qmle Editor!
Thanks for that one!

I tried to archive the right polycounts to make the model go. Than got caught because I edited the model backwards, and had to start all over again.

Now I am trying to get the skin tex done, but the colours need to be chosen so dimly, I am afraid to get red eyes. It is something with the gamma. Qmle does a fine thing, but it takes patience.
I knew the command would come from this part.

Of course I could lend a model, but that was not my initial goal. I wanted to learn the modelling thing, for it strikes me to see that creatures go...

Thanks for the advice. 
OMG... 
...you backed the model over Than?

Seriously, I think the Orb model is fun, but with some fine animation and some Quakey skin work it might become rather menacing... this is a good thing.

The dinosaur would blow chunks in Quake. 
Studio Tan 
The Orb goes for The Enforcer
The Dino takes part of The Dog

Can't shoot the dog, sorry. No problem if it is a irrational sprite, same for the grunt.
Made a Skeleton for it, but then there is that compatible error...

Made the models from scratch, but the bouncing box for the Dino got too big, sized like the Shambler(!). And then the health of it makes it a too easy thing (30). 
Beta - Black Belvedere 
screenies ( woot )

http://kell.vondur.net/kellblack/ss-kellblack-1.jpg
http://kell.vondur.net/kellblack/ss-kellblack-2.jpg
http://kell.vondur.net/kellblack/ss-kellblack-3.jpg
http://kell.vondur.net/kellblack/ss-kellblack-4.jpg
http://kell.vondur.net/kellblack/ss-kellblack-5.jpg
http://kell.vondur.net/kellblack/ss-kellblack-6.jpg

download ( yay )

http://kell.vondur.net/kellblack/beta-kellblack.zip

Q3A/Q3TA CTF Terrain mappage. All custom tex0riz0red. Looking for feedback on item placement/gametype configuration ( yeah, I know...no-one plays TA anymore :/ ) and possible suggestions/advice on CTF mod configuration.
Or just tell me how nice it looks. Whatever. 
Or just tell me how nice it looks.

really nice :D it reminds me of one of the maps in Uru, actually. but that's going only from the screen shots -- i haven't played it because i don't have q3 installed atm.

although, i'd do without the symbols in the standard font... if you could find another font with more unique symbols, it would look a lot better. 
 
like the dynamic shadows, cool touch. I hate terrain maps, find them far too open to really enjoy in Quake3, so it won't be helpful to hear my opinions on it's gameplay, but I find it a bit straight forward, not really much for alternate routes. biggest thing that bothers me, but may be fine with players, is that all the trees are nonsolid... shouldn't they at LEAST block shots?

anyway, looks good, it'll most likely be well received by those into terrain maps. 
Kell: 
looks kind of nice, but really needs as much detail as you can pump into it. Rocks, bushes, smaller structures and ruins, etc. This is both for visual interest, and also to break up the large, open areas into smaller spaces where the fighting can be more interesting. Also, i'd like to see more detail on the structures you already have... I do like the "Star Trek set" feeling, but overall the map is too sparse. Maybe with q3 vis, this is as good as you can do without killing framerate, i don't know. 
Monster_egypt 
ok, well, that's not the real name, but i haven't come up with a good one yet.

this is just a 30 minute reskinning here... that's the hellknight's face and body pasted on there... not sure whether i should cover the arms with hknight armor or not.

anyway, opinions:
http://www.planetquake.com/necros/temp/monster_egypt.jpg 
 
cover the shoulders. and the crystal on the stick looks silly, too bright. other wise looks fine for an egyptian map. 
Egypt Dude 
Definitely cover the shoulders. I think the crystal is fine but should be on a wooden shaft. I also find the blood a lottle gratuitious. 
Model 
blood looks cool, keep it.

pushplay, gratitious blood? Were talking about quake here, not Mr.Rogers. :P 
I'm Trying 
to get it to mix in with the regular quake monsters. it's not going to appear in an egyptian map, hence, the armor and face transplant. i'll see if i can get some shoulders on the sucker. thanks for the comments 
Gratitious Blood 
Less is more when it comes to blood and violence. What was more violent: the Reservoir Dogs ear scene that was out of frame, or the buckets of blood in Kill Bill? The latter was stylish, but it wasn't as gruesome. 
Necros 
good looking skin job there -- he looks like a real bruiser 
TARINTINO 
I am in the middle of watching Jackie Brown for the second time this week. I watched pulp fiction + jackie brown + kill bill all last monday. It owned so hard! <3 tarintino forever. 
I Only Cared For One Aspect Of Jackie Brown 
I'll give you a hint. It is on Bridget Fonda's bodice. 
I Think It Looks Terrible 
but it's the model's fault, not yours necros. :P 
 
scampie: alternate routes - upper and lower :P yeah, it's a default CTF s-bend layout. It's my first terrain map and the easiest way to do it. Re: the trees - they definatelt shouldn't block movement, but blocking shots...hmm. Perhaps. It would make attacking flag-carriers who choose the lower route across the valley floor harder to snipe from on-high, forcing defenders to intercept at ground level. Might be a good call. Will add wepclip and see.

metl: I would like to have more detail, I really would. But this is Q3CTF and the framerate is already low what with all the trees and pillars. The terrain could maybe be more 'crinkly' at a lower level of detail to provide more nooks and crannies, but bot movement is also an issue. I'll take a look around and see where I can modify the heightmap without crumpling the whole map up like an old receipt.

thx for feedback 
Oh And 
necros: bah, I like the Quake font - no-one else uses it, so I do ^_^ and it looks like pseudo-classical, same as the architecture in the map.










I'm a goth. It's incurable. 
That's The Quake Font? 
i thought it was the truetype symbol font that comes with windows... it certainly looks like it with the greek letters.

anyway, it's not a big deal... i played the map with some bots and i didn't really notice them too much.
the maps looks really good in action, actually.

as someone who likes the railgun, i enjoyed the gameplay of the map with all the longrange shooting, but for someone who doesn't like it, they may not enjoy the map as much... if you were to add more cover in the central area and maybe some inside areas would help that?

remember though, i don't know much about dm gameplay, so take what i said with some salt, eh? :) 
Not A Way To Treat A Grunt 
It is easier to lend a model, than actually make one of your own.
And those vertices keep freaking around.

http://members.lycos.nl/portable/newpage3.html 
... 
baby zombies? :)

the skeleton model looks like it's going to be a pain in the ass to skin...

the frame that it's on right now looks a little... wooden, like it's constipated or something... make the arms hang to the side in a more relaxed fashion, make it look more natural. how would a reanimated skeleton that can tear your eyes out look? 
Death Can Dance 
That is, because the poor thing was running for hell while I made the screenshot.
I made a Qmle-pic. Q1 player models sets on 408 vertices, I am already on 831.
http://members.lycos.nl/portable/newpage3.html
And it ain't has a weapon yet... 
Ph8dm2 
I'm going to focus on vertical fighting for this one.

http://quake.phait-accompli.com/crap/ph8dm2-a.jpg 
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