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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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I like the grating with pipework beneath. Its done in such a subtle way yet can break up the floor well. 
Sock. 
That's how a revamped Q1 should look. 
 
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. ^_^ 
 
Yeah looks awesome, although I get the feeling it's Quake3? Still, you could convert em to Quake when you're done :P 
Sock 
U R good at textures 
Q1MP Elysium Beta 2 
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. 
Style looks good, but how does it look in actual QUAKE?? 
 
======SERVER ERROR in SelectSpawnPoint:
PutClientInServer: no info_player_start on level
 
 
deathmatch 1 
 
Fucked up the arguments order in the console. 
Looks Cool, Judging From The Shot 
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 
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 
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. 
 
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. 
 
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 
Call It 
The Vis-Mulcher 
Good 
Now, construct a map around it and sign it 'Zwiffle' thx 
No, The Rest Is On You 
Use it as a prefab to finish one of your maps, or the speedmap you're going to make. 
@negke 
Nice style and very cool texture choice considering what you had to make. How long did it take you to create it? What is the scale like compared to the player? 
 
I think it took me some 30-40 minutes. The scale is quite off - the columns in the original picture are much taller; in the screenshot they are 128 units. In Quake, everything is larger anyway (or rather the models are small), so the player size would roughly be from the ledge to the railing (~56 units?). Obviously a building designed for shamblers. 
 
Obviously a building designed for shamblers
the best buildings always are. 
Industrial Box 
More box maps to test my industrial texture set - http://www.simonoc.com/images/design/maps_q3/indust3.jpg 
Splendid 
First thought it was a picture.
You sure use the right messures. 
Sock. 
Needs more yellow and grey. 
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