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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: 
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. 
 
scampie: i like your attention to detail re: trims. i love that kind of thing.

sock: all i'm thinking is that wish i could get up in there and use all that machinery. ^_^ 
 
much better lighting. looks great now!

the ones earlier on looked way too dark - if you're going to build a realistic factory, at least light the fucker realistically cos no cunt can work in the dark, OSH won't be pleased about all the fingers going missing. 
So Sock 
when can we play it? 
Necros 
thanks, sadly most every trim on large curved areas I have to use a flat texture rather than an edged one since I can't rotate textures to 63.5 degrees in Quake, so I can only fake it on the smaller curves where you won't notice the texture isn't actually rotated right. 
Ohyeah Simon 
that is awesome stuff :D 
Scamps 
Like I said, try to move one end of the trim brush by one or two units to make it fit at 63 or 64 degrees; or split the brush in the middle and use either angle on each side.

Also, sometimes it's necessary to change the texture scale in very small steps (like 1.00x or 1.000x) to make the rotated texture align with adjacent ones on grid brushes, e.g. trims with seams. 
 
I messed with those solutions and was never really happy with the results :( 
 
@necros, I need to develop on a engine with moving parts, then I could make stuff that worked!
@Kona, Thanks. The lighting on my levels always goes through loads of revisions and is never helped by the fact I develop on a laptop.
@jt_, there are no plans to release this map. It was just a vehicle for me to try out some new textures and see how they work together. Only plan to release the textures.
@Scampie, The 63/27 rotation thing is not that bad, it is what I use all the time. 
Sock 
Those shots are amazing, really ! 
QWMP Reckless(Meatless Remake) - A New 1on1 / 2on2 Map [Beta1 Testing] 
This is a map from the game Painkiller originally made by Tectonic and Pha3z.

I did the best I could to recreate the jump pads and I think they do work out just fine or better than most other maps with airlifts. They don't hold your hand like aerowalks so you might have to use a little practice to get used to them.

I would love to get some feedback on the map. I've already played it in a 2on2 with a friend and I think the score was like 80 - 1 in our favor so it isnt a slow map or too big for qw. In comparison I would say that the size is similar to dm2s. Only had a chance to duel it once but it seemed alright. My prediction is in the end it will play best as a 2v2 map but we will never find out because no one in quakeworld plays custom maps.

Please if you do upload this to your server let me know, also if you start a game on it let me know as well and I'll come and watch and try to get feedback from it. I'm always idling on IRC authed as foogs. nickname foogs or foogs_

I'm really interested in top euro players that I see 2v2ing all the time like Milton etc have to say about it. Also any NA players!! Maybe I could host a 1 map tournament like QuakePhil did a couple years back for all TB5 maps.

screenshots: http://imgur.com/a/ETYSG#0
textures: http://tinyurl.com/88r8mqf
map - recklessb1.bsp: http://tinyurl.com/7oatzsu 
Scampie 
I can't rotate textures to 63.5 degrees in Quake

I'm pretty sure I have a QBSP that can handle floating point rotations for texture alignment, want to try that?

p.s. you're fucking awesome for even knowing and wanting that. 
Frib: 
i didn't realize that qbsp could make that possible -- so engine support isn't needed? 
 
I finally got a chance to organize the other images (small/medium/large formats available) for your viewing pleasure and I quickly wrote a bit of waffle about the map for anyone that is interested.

http://www.simonoc.com/pages/design/concept/bridgecrane.htm

If anyone has a favourite image from the above page, I would be interested to know. 
 
Even I managed to hack in floating point rotation in qbsp.
It's just replacing an int with a float and an atoi() with an atof(). 
 
indust_f13 and f14-- that's where I want to be! :D

f01 is nice because it's an angle shot and also has more depth because it lets you see a little down those two side corridors.
also, any shot where the camera is down in the pit looking up. i don't know why but they look cool to me. 
Yeah 
Just the compiler, that's right. So anyone working on modified tools should add that little sucker. It'd be nice if it was a standard feature! 
 
wouldn't matter too much for me since qe3 clamps angle settings to integers. :)
do other editors do that too? 
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