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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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Holy Jesuschristshit 
fuck. 
Can't Think Of Anything To Criticize In Those Shots 
they look perfect. 
 
btw, shot1 is now my phone background. ^_^ 
Wow 
surely looks great, sock. I hope it gets released in a timely manner! 
Monsieur Sock 
With zeez screenshots you are really spoiling us. 
Love The Brushwork, 
the texturing and the candles. Not so sold on the more Hexeny assets/particles. 
 
something that is unfortunate about doing particles like that is that they don't scale with distance the same way engine particles do.

I can see why you chose to make them 4 pixels instead of 1, but it makes them look fat when you're close to them. :( 
Particles 
I can only think of two ways to create particles like effects using the standard Q1 engine.

1) Sprites; They are a fixed texture size and cannot be alpha faded, but they can be controlled perfectly via QC to create loads of different effects.
2) Built in Particle command; can only be a dot shape, single colour and has a fixed life span. There is also very little control via QC besides the initial settings of origin, movement vector, colour and quantity.

I know the sprite particles can look dated with their large size and lack of alpha, but I thought it was acceptable considering the style (original resolution) of this MOD. 
 
For clarification, by "Hexeny" I meant beardy-weirdy wizards and dragons stuff rather than Hexen-era or Hexagonal. It's just a preference really, I think the same of the health vials in RMQ. 
 
oh my.

i feel so inadequate now, great work Simon! 
 
What else to say than: cant wait to play :) 
Exceptional... 
...and I can't wait to get amongst this mod. 
Coloured Lighting? 
Seems you are using some subtle orange tone on your torches. Looks really good. I always intentionally avoided coloured lighting in Q1, but I guess it can look good if you have restraint :) 
Beta Test Help Please! 
if anyone has time to help test my map, please email me:
andyp.123 (I have a gmail account)

I'll probably end up releasing very soon (this week) because I'm so sick of the map and want to release it at last, so I'd prefer people who have time to test today/tomorrow. 
 
i have time right now! 
Coloured Light 
@than, I have been using coloured light in all my Q1 screenshots, I only use pure white for fill lights. I am very careful to match the colour to the light source and to use subtle colour changes if trying to accent something. The screenshots have brightness and contrast filters (applied in PS) to bring out the details and make the blacks deep to create a better mood. 
Thanks Ronald! 
Much appreciated and needed! :) 
Another Quoth Mapobject_custom Pic 
That's One Pissed Off Looking DK 
 
That's Pretty Awesome 
 
 
I really like this kind of thing. Stuff like that really adds character to a map. 
The Perfect Pose 
@Mechtech, I find these kind of things amazing to find in games simply because they look so cool and take so much time to setup. Getting all the right animation frames so that it looks like someone actually designed it that way, can take a lot of time. I am most impressed with the HK's because they are different enough in pose to look interesting. The only problem I have with this image is the lighting, the colour lighting is way too strong and heavy handed, it should be more subtle and maybe add some fog.

I have been adding some detail to a special event in one of my maps called 'The last stand' which happens in the Well of Bones. The local priests decided to hold the ritual of bones in order to quell the undead but the undead got a bit hungry and decided to eat them instead!

The Last Stand 
 
To much booze those guys?

:p

nice pic 
 
mechtech: are these pose scenes going to be in a real map?
if so, consider making a little setup to remove and then spawn real monsters in the posed model places.

You could make a big shootable trigger_once AND a trigger_once far away to simulate both waking up from shooting or proximity.
then you killtarget the models and silent + noflash spawn in replacement monsters and wake them up immediately. would be pretty cool to see that. :) 
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