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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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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This is a map from the game Painkiller originally made by Tectonic and Pha3z.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? 
That's Right 
What a pain in the ass. Yes, the editor needs to support it too. I forgot about that. GtkR didn't support it either (no surprise) so the version I'm using had to be modified as well.

Hopefully newer editors like Willem's and Sleepywalkr's are allowing for floating point rotations (if not, please add it!) 
Sock 
only thing i'd add there is some dirt on the ceiling windows, as for the factory they're too clean atm ;)

not as much as here:
http://ztdavis.blogspot.com/2009/09/factory-window-damen-at-rascher-2009-as.html

but maybe something like this:
http://www.dcoh.org/wp-content/uploads/2010/09/Broken-factory-windows-in-Detroit-300x238.jpg
http://www.worldofstock.com/slides/ADT7761.jpg 
Fribbles 
I'm willing to try anything once, maybe twice!

From what I see, GTKR 1.5 .maps do keep the floating point rotation intact, so if it's as easy as using a different Qbsp, that would kind of own. 
At Least, This Is A Sample Brushface 
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) +1slip 0 0 63.5 1 1 
 
While this is certainly cool and it would be great if someone could add/change that in BJP's Txqbsp code, I'm also a little sad that Scampie, the lazy fuck, gets away this easily for being with his first Q1SP. 
Err, What 
Not for being. When making! 
Alright 
Just let me find that sucker. I'll email it to you, assuming the address in your profile is valid. I'm sure mine isn't... hah! 
Editor Support For Floating Point Rotation 
I'm sure you're right in that the .map format supports it. If you're on 1.5 then hopefully the GUI has been updated to work with the floats as well.

If I recall correctly, in 1.4 and earlier builds, the editor would let you set a rotation of say 26.5 and would write it out to the .map... but on re-loading the map (or re-opening the surface inspector for that face, can't remember which) it would round it back to an integer... haha.

Of course, I could be completely wrong about all of this stuff, this is going back > 5 years and my memory is hazy. 
Email Bounced Mr. Scamp 
Anyone got a super temporary location I can upload this crap to? I have some personal webspace somewhere but I don't even have an ftp client. 2012 and I don't even know where to upload shit. HOW DO I INTERNET? 
 
Gtk1.5 supports floats; even forces them on angles and offset when using texture lock or fit.

Frib: You can upload to quaketastic.com (pw: ilovetheshubhub). 
Thanks Negke 
You saved me from rocking ye olde command line ftp.

http://www.quaketastic.com/upload/files/tools/windows/misc/Qbsp.zip 
 
http://www.jumbofiles.com/ is a fantastic free file host for random crap and stuff. 
Thanks Spirit 
I'll try that one next time it's just a temp thing like this. I'll have to ask to have that file nuked later (this is Willem's site yes?)

Info on the above file:

It identifies itself as TreeQBSP v2.00 -- Modified by Bengt Jardrup

It may or may not support floating point texture rotations. I believe it does, but I didn't test it to confirm this. If anyone finds out either way, pleast let us know.

I didn't modify the code myself, I had a friend do it years ago and I don't have the source or any other documentation to go with it, sorry. (If the change is as simple as czg suggests then I suppose it doesn't matter). 
 
@necros, I assumed the crane cabin would be popular because it has such an interesting central view. I don't understand the looking up thing, it was mentioned on other sites as being popular as well. Maybe it the light contrast of dark going to light.

@vondur, yep good point, I forgot how dirty the windows can get but then I would be missing the sky! I was tempted to put up some signs around the place, telling employee's to tidy up after themselves! :) 
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