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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 also like the white clouds and the general contrast going on here. 
 
The lighting seems weird and blotchy to me. Actually, it seems like the white texture has a dark part on it that seems like lighting. It is visible over the arches for example.

Otherwise wow. 
Love It 
 
Agree With Kona 
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing. 
Agree With Kona 
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing. 
 
I don't like the way the mace knight isn't looking straight forward
It's a random idle sequence.

Also, agree with Kona, not a fan of that sky. :P 
Maybe A Blood Red Sky? 
All else looks great, as others said. 
Too White 
Thanks everyone for the comments.

I can see the sky is going to be a love or hate thing. I designed it to work with the fog which has been removed from this screenshot. (I know not really a good idea!) It is not too bad in game just not the default dark cloud version. It offers a nice contrast to the very dark/bright stone work for the palace.

All monsters swing left and right and some have extra idle animations (necros awesome work). The blue flail knight is checking out what is behind him, normally they look straight ahead.

The lighting is a real problem for these textures, white light combined with strong white textures is certainly difficult to get looking right. I will have to experiment more and see if I can find a better setup. I can see why most quake textures are not white or black, having colour in textures distracts the player from the lighting. 
 
I like working with near-white textures. They are very sensitive to the lightmap. Maybe try it out with the fake GI light util I posted in the coding thread? 
Long Time No See 
What Game Is That? 
If you say "Quake" I'm going to throttle you until you die :D 
It's Xonotic. 
 
 
Very nice Q3 work-in-progress threads at http://maverickservers.com/forums/viewforum.php?f=23 
 
Why do Q3 mapper caulk the exterior surfaces of brushes like that? Doesn't the q3bsp compiler remove outside faces? 
 
It is not really necessary, it is just easier to start with caulk as the default surface. Also the clipper tool can be setup to caulk any new cut faces so you don't end up with stuff hidden on detail brushes.

Personally I find it easier to see quickly what stuff will be drawn in the editor, looking at a huge mess of coloured faces it is not always obvious. Plus you can filter caulk so it easy to work with small details. 
 
Thanks, that's been a minor mystery to me for a while. :)

Although, I think I would replace the blinding neon pink texture if I was using it that much. :P 
 
it's neon pink so it's easy to notice in editor if there is a seam.

cityy's map looks fucking awesome. 
Need Tester 
 
Tester 
RickyT23 - if you need tester for a Q1 map send me an email with the map and the instructions 
Cheers! 
I went on #TF last night and got 'hutty' to test it, so I'll fix some stuff and send you a copy later on today :) 
I'll Take A Look Too If You Want 
 
Ditto 
 
For Negke 
http://www.quaketastic.com/upload/files/screen_shots/qreate_start_001.jpg

Sadly it did not let me move props in the proper position, I have to use live fish. http://www.moddb.com/mods/qreate 
Hahah 
Is that Quake guy pooping fish onto that enforcer?

Can't un-see 
Classic Pixels 
A test map called Stealth Gate ...
Image 1 Image 2 Image 3 Image 4 
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