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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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Jpl 
yeah it shows perfectly fine on my screen. Calibrate your laptop dude :) 
 
i still have a CRT, so I still complain! :D

but yeah, very nice. i'd love to see another map like edge of forever. 
Brighter? 
I was not planning to tweak the lighting much, speed mapping doodle thing, but here is a brighter more contrasting image?

http://www.simonoc.com/images/design/maps_q3/potguard2b.jpg

I really liked the shape more than anything else, the ribbed ceiling curling down to the walls which are all sloped and angled. It all feels like it could stand up architectural, I think!

@negke, yeah the texture surface needs some detail, decals or maybe broken stuff. It is just one big flat surface at the moment. 
 
is that floor texture carpet or interlocking stone?
that'd be my only complaint-- that it's hard to tell.
i'm leaning toward stone, but it'd be cool if it was carpet. 
Sock 
Seeing that screenshot made me work on a map I haven't in six months. :) 
Necros 
It is a stone floor of interlocking diamond/square tiles. It does not have a very good contrast balance as you can see light spots but with some carpet, broken bits and decals it would go away. I don't have many carpet textures, it is always hard to get a good picture of them. (large one's)

@jt_ cool, hope you post screenshots sometime. 
Sock 
If anything I'd want accentuated edges via appropriate textures. 
Great Spot 
sock!

Seeing more and more of the map urges my game attitude.
Can't argue about the screenshots, as quake.pal is a horror. 
 
W000000TTT! 
Nice rock texture. 
 
i think he was showing off the blended texture. :)
is that some kind of height map thing or is it done with brushes? 
Tree Mapmodel 
Another Doodle 
this time concentrating on lighting and prefabs.
http://www.simonoc.com/images/design/maps_q3/potguard3.jpg 
That 
Reeks of e1m2, in a good way :) 
 
I love the textures and what you do with them. The room looks great, but may I suggest that you avoid using that 'missing tiles' deco thing in the final product. It tends to feel off when there's no reason for it being there, I just imagine these little creatures come by and steal a few floor tiles just for the sake of stealing them...

---

Also a duke3d shot from me, since I already posted it elsewhere, might as well throw it here. Been testing out TROR (True Room over Room) in a side project, a bit frustrating to use but has some nice results with the parasols not normally possible. Offers a ton of potential for future maps.

http://img.photobucket.com/albums/v220/deathquakis/decoplace08.jpg 
Sock 
that room looks amazing 
 
sock: each sketch is better than the last. :) i like the way the stairs are pushed back to make that u shape.

quakis: how the heck did you build a 3d shape like that in duke??
speaking of 3d, can you make that terrace a little more varied in heights? maybe have some stairs or something? 
 
Really good sketch Sock.

I see what Quakis is saying about the missing tiles but I think it's fixable. The texture underneath just needs to have indentations from where the tile used to be and there maybe needs to be some scattered dirt and tile bits around the general area. 
The Alcove 
@RickyT23, yeah one of my favorite Quake levels, the knight trap with the secret Quad.

@quakis, @Text_Fish, yeah I was experimenting with cutting the floor but it did not turn out too well. Need to think of another way to break the floor space. Plan B, carpets!

@necros, Thanks, the textures are certainly getting easier to lock together into useful shapes. 
@necros 
how the heck did you build a 3d shape like that in duke??

Through a fairly new addition added to Eduke32; TROR. Think along the lines of 3D Floors in GZDoom or such. 
 
ohh ok, that clears it up. :)
i really liked that last map you made, so i'm looking forward to your new one! 
Crazy Cobweb Library 
Based on the previous feedback I have re-created the lighting (it was bad), a detail pass (dirt,dust and cobwebs, but not crazy industrial mine complex) and fixed a couple of texture issues on prefabs. I have included before and after images if you are curious on what has changed.

Before:
http://www.simonoc.com/images/design/maps_q3/potguard3.jpg
http://www.simonoc.com/images/design/maps_q3/potguard3b.jpg

After:
http://www.simonoc.com/images/design/maps_q3/potguard4.jpg
http://www.simonoc.com/images/design/maps_q3/potguard4b.jpg

As always if you see something wrong or bothering you, say so, silence is the worst kind of feedback. ;) 
Dearest Simon 
i luv u 
 
light looks a bit bright maybe? it's hard to tell light levels in screenshots.
but yeah, that's fantastic, dude. :) 
@sock 
wow nice, big atmosphere boost already. Indoors feels nice a warm while outdoor lighting coming through the windows adds a bit of cool/coldness. I like. 
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