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Posted by metlslime on 2002/12/23 18:27:46 |
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.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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 Sock
If anything I'd want accentuated edges via appropriate textures.
 Great Spot
#8079 posted by madfox on 2012/01/22 20:52:57
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!
#8081 posted by RickyT33 on 2012/01/23 23:20:45
Nice rock texture.
#8082 posted by necros on 2012/01/24 00:40:28
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
#8084 posted by sock on 2012/02/01 03:40:20
 That
#8085 posted by RickyT33 on 2012/02/01 10:25:09
Reeks of e1m2, in a good way :)
#8086 posted by quakis on 2012/02/01 11:09:31
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
#8087 posted by PuLSaR on 2012/02/01 19:43:41
that room looks amazing
#8088 posted by necros on 2012/02/01 21:12:07
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?
#8089 posted by Text_Fish on 2012/02/01 21:31:42
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
#8090 posted by sock on 2012/02/01 22:56:32
@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
#8091 posted by quakis on 2012/02/02 13:36:54
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.
#8092 posted by necros on 2012/02/02 19:21:09
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
#8093 posted by sock on 2012/02/04 02:31:06
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
#8094 posted by - on 2012/02/04 02:36:38
i luv u
#8095 posted by necros on 2012/02/04 02:46:39
light looks a bit bright maybe? it's hard to tell light levels in screenshots.
but yeah, that's fantastic, dude. :)
 @sock
#8096 posted by quakis on 2012/02/04 03:13:01
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.
 High Def
#8097 posted by sock on 2012/02/04 03:54:46
@scampie, you lurker! :)
@necros, ummm I tested the general image brightness on my Ipad to see it was acceptable and I got a good moody image.
@quakis, you have described the atmosphere perfectly! :)
Here are some HD versions, they are 1.4Mb each so be warned. (1450x1080 pixels) These were the original images I used to create the other ones.
http://www.simonoc.com/images/design/maps_q3/potguard4_hd.jpg
http://www.simonoc.com/images/design/maps_q3/potguard4b_hd.jpg
#8098 posted by necros on 2012/02/04 04:19:20
that's totally going on my wallpaper. :)
 Holy Shit !!
#8099 posted by JPL on 2012/02/04 10:46:52
That is really nice !
 Sock
#8100 posted by megaman on 2012/02/04 11:32:00
As the others mentionened, lighting changes emphasize atmosphere in a fairy tale sort of way, but be aware that it comes at the cost of reduced "realism" (in the lighting).
It's sad that you could never place prefabs like this in a real q3 map that's supposed to have competetive-good gameplay! :/
Other than that... keep up inspiring me and increasing my urge to map instead of coding, please!
Also, if you have any scenes like this that are a bit more complex than "single box room" (not a criticism), I'd be happy to get a copy, because I'm always on the lookout for nice scenes/models to use with my prototypes (and I have just implemented q3 loading ;-)), just that they have to have a certain kind of complexity.
 More Mappin!
#8101 posted by sock on 2012/02/04 18:35:45
@necros, wow cool!
@JPL, thanks :)
@megaman, I wondered what you were doing. I saw a map by you a while back but it never got beyond beta. Most of my current test maps are just to test textures so everything is really staged for certain angles.
 Palace Of The Guardian Before/after
#8102 posted by RaverX on 2012/02/04 22:50:23
Well, the "after" screenshots looks much better, but it seems that you used anisotropic filtering there while in the "before" there's no aniso (bilinear or trilinear). But I don't understand why you removed some "details" from the map (the damaged floor for example).
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