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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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Sock: 
very cool, my only complaint is the main vertical supports have that angled jog in them -- this makes them look unsuitable to support weight. Vertical pillars, a-frame structures, or arches would look more sturdy. 
 
sock, do you think you'll ever make some single player maps? 
 
@Kona: I made a community SP map for SIN (link on my website if you are interested). I also create SP maps professionally (Wolf,Warhead,SM), but I doubt I will create any Q1 SP, I prefer to work with other mappers instead and just provide art assets nowadays.

@metlslime: Yeah the vertical supports are certainly more art than structural, but I do like they way they surround the empty space in the middle. 
..textures.. Textures We Need Textures 
I'm no good at creating textures though I've learned the mechanics behind that..
so I'm always lookin for original brand new sets.
Sock, are your textures free to use ? Would you create some sets for me ? 
@dehlor 
All use of my digital work is covered by this Creative Commons Deed. - http://creativecommons.org/licenses/by-nc-sa/3.0/

At the moment I am busy with a new Q1 mapping project and I don't want to get involved in anymore. 
Industrial Block 
http://www.simonoc.com/images/design/maps_q3/indust4a.jpg
http://www.simonoc.com/images/design/maps_q3/indust4b.jpg

@metlslime, I reduced the size of the metal wall supports and pushed the upper metal ceiling support away from the edge. Is this better?

Finished off the crane detail, added fog and tweaked some of the textures. Next to add more junk to the room and do a final decal pass. Feedback and comments are always welcome. 
 
I like the overall scene.

I would reduce the fog a little - it's blowing out your shadows and leaving everything a little flat looking.

You might also consider upping the lighting behind the main structure so that the silhouette pops a little more.

And finally there might be a little too much yellow. Not sure how to fix that other than "don't use so much yellow", though. :) 
 
Is this Quake 3? I don't know enough about that engine but does it support over brightening? Like, can you get the light hitting the top of that center structure to pop a little more by amping it up or is it clamped 0-1 like? 
 
sock: it helps a lot; i think the load of the pillars is still resting on the overhang part of the wall below it, but visually it's less obvious now that the pillars are pulled back. 
Sock 
i assume it is q3 indeed? fucking awesome, esp. the crane brushwork. Or is it modeled? 
Oh 
and sorry that i can't provide much constructive feedback at all! 
More Colour Perhaps 
I like the textures but it looks quite dull, colour wise, to me.

It kind-of reminds me of Mirror's edge in a way, with a single bold primary colour for each area and everything else sort of fades into greys and whites. Perhaps add some different colour variants of the yellow texture? 
Midnight Blue 
I do have other metal colours, one of my favourites is the dock style metal blue, it reminds me of my SIN mapping days. :)

http://www.simonoc.com/images/design/maps_q3/indust4c.jpg

The fog is certainly too thick and making everything too washed out and soft. The above screen is the new fog setting, a lot thinner but still there in the background. I certainly need to create a much higher glow from above and try to over bright the outline more.

Once I add spot lights to floor/wall areas the greyness should be pushed back. This is a night time shot with everyone gone home for the night. I am going for the central area being bright (glow from above) and the rest melting into shadows.

The crane and the various map objects (girders, machinery) are all brushwork and patches scaled up and down via ASE files. No modelling package was used, besides GTKRadiant.

Any nitpicks or thing that bugs you about the screenshot let me know. I consider all feedback. 
 
The new shot is a definite improvement. I think once you punch up the lighting, you'll be home. :) 
 
Not sure about the blue color (perhaps try something orange, too?), but it looks better contrasted like that as opposed to all yellow as before. Architecture looks ace. 
Especially Orange 
http://www.simonoc.com/images/design/maps_q3/indust4d.jpg

I have four base colours, orange was one of them. I also have green ... 
Sock 
Awesome shot ! 
Huh 
amateur feedback:

Not a fan of the orange, hahaha! obviously green is the way to go.

Also - the metal4_4 style texture. I know its supposed to be a fairly clean, well maintained facility.
but it seems to me, personally like it could use just a smidgeon more grit.

salt grain 
 
I like the orange/yellow a lot more, especially if you can complement it with some blue ambient/sky light and some white hot spots. 
Regal Metal 
Another light/texture pass on my industrial box ...
http://www.simonoc.com/images/design/maps_q3/indust7a.jpg
http://www.simonoc.com/images/design/maps_q3/indust7b.jpg

large sized images (1365x1024) @ 1Mb each 
Sock 
Brilliant! 
Q1sp Wip 
about a week of work. not planning to make this overly lengthy of a production

http://imgur.com/a/uNeyN#0 
Scampie 
looking nice so far! only little thing i'd point out is the lighting at the very top looks a little bright considering the dark sky. maybe some light fixtures could work up there 
 
sock: maybe if that skylight was triangular instead of flat?

scampie: nice trims. :) lights look like they're capping out near the source though. you're using delay2? problem is if you use an engine with overbrights, it'll look kind of gross. 
 
rj: I'll likely change the sky texture actually

necros: yes delay2. does Fitz not do overbright lighting? 
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