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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
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 Dazbase1
#8128 posted by sock on 2012/02/12 20:53:19
It certainly has a cool style about it but it does not feel right to me. I assume you are after feedback or suggestions?
http://www.simonoc.com/images/misc/dazbase1_feedback1.jpg
I would suggest to make the platform thicker or with a nice chunky under-support. (Take the originally platform, drop it down and push it inwards to create a staggered effect) The far left floor support would look better push out at the top and maybe pushing through the floor above. The top supports would make more sense straight and pushing through the floor like a nut/bolt scenario. Also try the rocks a dark brown, it might look more harmonious.
Also try the rocks a dark brown, it might look more harmonious.
I'll have to disagree - the gray rock works well because it makes the idbase texes stand out more.
#8130 posted by necros on 2012/02/12 22:16:55
i like that rock texture too. i've never seen it before either. :)
but yeah, thanks for pointing out the support thing. it was kind of bugging me but i couldn't figure out why.
basically, it looks like it would just collapse since it wouldn't actually distribute any weight (but actually create more stress)
otoh, from the looks side, it's more visually interesting the original way. :)
 Heavy Metal
#8131 posted by sock on 2012/02/13 04:49:13
Start of a hi-res metal/concrete texture pack, no detail, just basic blocks at the moment. Missing a ton of stuff like panel variety, decals, sfx.
http://www.simonoc.com/images/design/maps_q3/indust1.jpg
 Erm..
#8132 posted by jt_ on 2012/02/13 05:42:37
Is that in Quake? Because I may need to change my pants.
 Sock: Looks Cool!
#8133 posted by digs on 2012/02/13 05:51:08
 Zing
#8134 posted by DaZ on 2012/02/13 10:42:50
Yeah I like the dark coloured rocks, it makes the base stand out more imo, I think brown rocks wouldn't fit as well with the skybox either.
Valid points about the supports and walkway thickness however, I'll get on that :)
#8135 posted by JneeraZ on 2012/02/13 11:14:25
sock
Nice! I love that light panel texture.
#8136 posted by quakis on 2012/02/13 15:08:58
I like the grating with pipework beneath. Its done in such a subtle way yet can break up the floor well.
 Sock.
#8137 posted by Shambler on 2012/02/13 19:20:49
That's how a revamped Q1 should look.
#8138 posted by necros on 2012/02/13 23:04:27
i was just thinking that too. those textures look ridiculous. ridiculously GOOD that is. ;)
a base map made out of those might be very interesting. ^_^
#8139 posted by [Kona] on 2012/02/14 07:58:29
Yeah looks awesome, although I get the feeling it's Quake3? Still, you could convert em to Quake when you're done :P
 Sock
#8140 posted by starbuck on 2012/02/18 14:30:31
U R good at textures
 Q1MP Elysium Beta 2
#8141 posted by foogs on 2012/02/19 07:13:46
map filename: elysium2b.bsp
It's a 1on1 / 2on2 deathmatch map for QuakeWorld.
My first quake map (well second if you count remaking it.) Looking for playtesting / item positioning advice or any kind of advice/suggestions/feedback really.
download map: http://foogs.info/progs/quakeworldmapping/elysiumb2.bsp
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screenshots: http://foogs.info/progs/quakeworldmapping/ezquake043.jpg http://foogs.info/progs/quakeworldmapping/ezquake044.jpg http://foogs.info/progs/quakeworldmapping/ezquake045.jpg http://foogs.info/progs/quakeworldmapping/ezquake046.jpg
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textures (credits to painkiller / zaka for converting them to qw / dm_sacred): http://tinyurl.com/74ly7kw
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quakeworld.nu thread: http://www.quakeworld.nu/forum/viewtopic.php?pid=66614
Thanks for the look!
 ERRR.
#8142 posted by Shambler on 2012/02/19 10:06:12
Style looks good, but how does it look in actual QUAKE??
======SERVER ERROR in SelectSpawnPoint:
PutClientInServer: no info_player_start on level
#8144 posted by Spirit on 2012/02/19 11:59:55
deathmatch 1
Fucked up the arguments order in the console.
 Looks Cool, Judging From The Shot
#8146 posted by negke on 2012/02/19 13:17:32
But at the same time the textures look very samey in color, not much contrast. There's a texture issue in screenshot 046, left of the light.
 More
#8147 posted by negke on 2012/02/19 13:49:05
Architecture is nice and the layout seems good. However, there are several big and small empty spaces behind in between walls and floors which should removed. I suggest you put clip brushes on ledges and window frames so players can't get stuck or camp there.
Some of the lights, at least the lanterns need to be brighter to makes them easily identifyable as proper light sources. If your light tools supports it (e.g Bengt Jardrup's), add "delay" "2" to them, and experiement with the light value. The cross lights could do with "delay" "2" and "wait" "2"; this would give them a more pronounced light effect. Again, experiment a little.
There's a player start placed on top of an armor, this can make the item fall out of the map, and thus should be moved.
As for the item placement, I'm not sure if a Quad is good in such a small map, might be overkill. Instead, I'd suggest turning the second YA into a RA (the one near the Quad, where the nail box is) and remove the Quad. Is there a GA somewhere on the ground floor that I've missed?
Small nail boxes are useless in DM - you know how weak nails are against rockets or lightning. At least turn them into big ones.
Does the level have an info_intermission?
 Big Shells Too
#8148 posted by negke on 2012/02/19 13:53:54
And considering how few nail boxes there are, I'd say put two big ones on each spot.
I also spotted a misangled window frame texture on one of those big double-windows.
#8149 posted by foogs on 2012/02/19 17:16:47
Thank you negke going to take a good look at your suggestions. I'll try to fix all of the texture bugs I really felt crappy when I looked at the screenshots after the post and found that one. It's like come on you took a picture of it and you missed it? :(
I have to experiment with light more. Only last night did I actually start running it with command line options instead of just running the base light.exe. So do I put delay as a key on the entity and then the value 2 in radiant? I'll experiment and try to find out.
There's a GA in the bottom lift room. The level does have 1 info intermission similar to screenshot043s camera point.
It also looks like I should add an info_player_start position for single player quake? (or just for onetruepurple)
This probably isn't the place to ask but how do you search this forum? I see no search link anywhere, not on the forum or the site for that matter.
#8150 posted by negke on 2012/02/19 18:06:52
Yes, manually add them as extra keys in Radiant. What they do is modify the way the lights are rendered: delay changes the attenuation of a light, wait sets its fade distance (default is 1, a higher value makes it fade faster). Delay 2 and wait 2 with a light value of 200 or 250 make a bright light bubble which may look good around light sources like the cross tiles. Note that your light.exe must support it, otherwise it'll do nothing.
If the delay tricks are not satisfying, you can also try a high light value and a slightly limited fade distance, e.g. 400 + wait 1.5.
For the final compile, be sure to use light.exe -extra4 for smoother shadows.
Having an info_player_start is always good, for testing and for players who want to check out the layout. After all, you can't noclip in deathmatch mode.
This board doesn't have a native search, but you can use Google and add site:celephais.net/board.
 Zwiffle
#8151 posted by negke on 2012/02/25 00:17:46
 Call It
#8152 posted by Kinn on 2012/02/25 00:23:23
The Vis-Mulcher
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