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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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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? 
 
that's a fiztquake shot? ignore what i said i guess, cause it looks fine. :)
it's only that there's no gradient until a little out from the light source which i thought was a non-overbright engine displaying overbright lights. oops 
 
@necros, do you mean a pyramid glass roof? triangulate the squares and push them upwards to form an inverted pyramid? Cool idea :)

@scampie, if it is a quickie, why not included it with a speed mapping pack? 
 
sock: that, or a triangular prism one.
http://www.livingdaylight.co.uk/rooflights-skylights.htm#Hip_and_Gable_Ended_Designs

even just a more interesting pattern with the bars than just the axial crossing would be nice. everything else is so detailed and that skylight look so plain.
i like that it casts hard shadows, btw. :) 
Sock: 
I meant it as I'm not attempting some magnum opus of a q1sp. 
Wow! You Red-haired Devil 
Looking hot. And when you lose interest in a couple of days, perhaps consider teaming up with cardo who will be at the same point by then, and join the maps for a full-size q1sp. 
Scampie: 
Yes please! Good luck keeping momentum! 
 
http://imgur.com/a/l878V

still working. 
 
meant to also have this pic in that album too... so many entities

http://imgur.com/ve1Ul 
Very Tasteful Scampie. 
I like! 
Final Screenshots 
of my industrial scene ...
http://www.simonoc.com/images/design/concept/indust_f01hd.jpg
http://www.simonoc.com/images/design/concept/indust_f02hd.jpg
http://www.simonoc.com/images/design/concept/indust_f03hd.jpg
http://www.simonoc.com/images/design/concept/indust_f04hd.jpg

If you need more pixels and a larger download size, try these ...
http://www.simonoc.com/images/design/concept/indust_f01wd.jpg
http://www.simonoc.com/images/design/concept/indust_f02wd.jpg
http://www.simonoc.com/images/design/concept/indust_f03wd.jpg
http://www.simonoc.com/images/design/concept/indust_f04wd.jpg

This is an architectural concept showing a bridge crane perched over an industrial mine shaft surrounded by a large factory environment. This concept was inspired by a Russian Aluminum Processing Plant (thanks Vondur) which had an awesome communist scale, where everything felt larger than life and over-sized elements were favoured over small and fragile mechanics.

The bridge crane idea came from watching a documentary about CERN and how they transported parts of the large hadron collider down a mine shaft. I looked at various photo's of bridge cranes and eventually mashed all of them together in my head and produced this rough concept.

If you are interested I do have some more screenshots (more angles of the room) and will post them on my website later today. I have no plans to release this map, it is just a concept, but I will release all the textures at some point. 
Nice Indeed :) 
Textures look excellent, looking forward to having a go with them. 
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