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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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Yeah. 
I don't really like the whole "OMG it's a mapper let's force him to make Q1 stuff", but if mr Sock does happen to dabble then I'd be very interested to see the results. 
Wait 
holy shit - sock making Q1?

Is 2012 becoming a new golden age for Quake? 
Well... 
It's the end of the world afterall. Do it now before it's too late!

:D 
Time To Sell The Skins... 
Guess what map this is ! ;-)

There's a pack of 60 suckers in there. Time to sell the bear's skin to the chineese...

http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/crazy.jpg 
Errrr. 
Leave them poor shamblers alone! 
First Test 
Nothing special, but i guess ok for my first try with q1.

http://i.imgur.com/5PEUx.jpg
http://i.imgur.com/2HOvI.jpg

Could also post some screens of my old q3 maps, if someone is interested.
But on the other hand they can be found on lvlworld anyway. 
Looks Decent 
Liking the gate and the terrain. 
Freeeeeeeedooooom 
a celtic cross!
nice detail on the gate. 
Did'nt Think About That 
just wanted something medieval in the map.
Sometimes saw similar crosses as gravestones.
Does it have a special meaning? 
 
Screens look nice, I like the different ambience there. 
Not Bad 
Not bad at all, it's simple, but it has a special feeling and it's something different. Try adding some more details (maybe some boulders, some dead trees) and make a map, it could be a really good one. 
Why Not 
have already something in mind, diablo like.
Means some crypts, undead etc.
Details will be added, when i finish and polish the map.

Here some screenies of my other maps:
http://imgur.com/a/5yUhS#0 
Progress 
Still working on the sp remake of dm7 I started to give myself a break from my other map. A lot of work left (rocks, lighting, most of gameplay and polishing...) but it's taking shape, and the flow is figured out at least.

The original dm layout has been butchered quite a bit to make sp gameplay fit into it. The r_speeds are also pretty high since the layout is open. Then again, who cares about r_speeds these days?


http://i.imgur.com/ptxRx.jpg 
Rocks! 
Wow than, that looks awesome! Personally I don't care too much about r_speeds in Q1 anymore, most modern machines can cope.

I am not sure why you are bothering with the rock walls, open it up so it is atop of a giant rock. Turn the sky to light cream colour and add fog so it fades into the distance. Place small rotating rocks in the sky space so it looks it was ripped from the ground and transported here. Could even put huge teleportation beacons around the citadel to show how it was transported to this strange void. 
Oshit Son 
That's looking really nice Than. Don't really see many maps using this theme, reminds me of Gloom Keep actually.

So, we can play it in 2019 yes? ;) 
Than. 
I would wipe my knob on that map :)

Also

Don't really see many maps using this theme, reminds me of Gloom Keep actually.

Maybe because it's the Gloom Keep texture set?? :O 
Than 
Nice shots ! Really nice architecture. As suggested, fog would definitely help to break the flatness of the huge rock in the back-ground...
Keep it up !! 
Adolfbler 
Maybe because it's the Gloom Keep texture set?? :O

Orly? 
Yepp, Good One 
Reminds me a little bit of Tomb Raider (please dont hit me).
Sock's idea is also great.
Would give it a little touch of Cardigans Estatica imo.
Anyway, cool idea! 
Lol 
There are plenty Tomb Raider fans around here...

It's kinda a Quake-era game. 
Nobody Uses Those Textures? 
I find them the easiest so slap shit together with quickly, so I use them a lot - not that I produce stuff this nice that quick. It looks really good Than.

Not sure I'm into the rocks though - they don't seem quite right to me for some reason. Maybe with lighting etc though. 2c 
 
conflagrant rodent had the orange bricks. 
Thanks 
yeah, I think when I posted the first pic a little while ago someone mentioned those textures being overused ;) They have been used quite a lot I think, but I never tried to use them and thought they would work well.

Sock: that's a really awesome idea! I should perhaps give it a go. Making rocks is pretty damn annoying, so maybe your idea would work nicely. Would really need a skybox or a plain texture + fog though.

I'm really looking forward to seeing what you do with Q1 by the way! Your Q3 stuff is awesome and I hope you can get your way with Q1 too :)

Drew: the rocks in that pic are temporary rocks I put in to seal the map and provide a route to the silver key. I am going to change them :)

I hope to have it finished in the next week or two, then I want to go back to working on my main map, or maybe I will finish my 70% done remix of dm1. 
For Fuck's Sake, Than!!!!!!!!! 
 
Wakey 
Optimization tip: if you make the vertical poles of the fence/gate an individual func_wall, it'll probably save you quite a few polys. Check out the difference by using r_showtris. The idea is to seperate brushes (either world and func, or func and func) so they don't 'touch' and cause qbsp to split the faces. 
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