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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 Like Chrome 
But it opened the prt like a txt file. Then I saved it from there. Right-clicing the link and saving like that however worked fine.

On another note, Chrome is pretty fast. 
Zqfarrival04a Is A Monster!!! 
Played on easy. Nice complex map
I hope it'll full vis ok 
 
Winged Doom is working on something http://j2h.ru/ 
 
What mod are you using for the forcefields?
They're just Quoth togglewalls with the particle effects on... which actually I think are just from hypnotic aren't they? :E 
Zqf 
Skill 1:

Really needs removing lots of superfluous enemies. I've lost count of how often there was a pair of Grunts/Enforcers waiting behind a door when only one would have sufficed.

The togglewalls spawn so little particles it was hard to tell what's a forcefield and what isn't. Most of them can't even be toggled on/off so why not just use walls or railings?

Stopped being fun around the respawning Quad+Cross area. Sniping with the puny nailgun while getting bitten in the ass by dogs is annoying.

No SNG or PG, or even the Hammer?

The early areas had Ruined Nation levels of detail and the late ones looked like boxes in comparison, which is weird since it's the late ones I remember from videos and screenshots and etc.

All the scripting stuff was good. The crane was great, would have been much better if I could catch a glimpse of it beforehand, somehow.

Gonna sounds harsh but I think you could probably cut everything after the GK door and you would have a much better map on your hands. 
Oh Btw 
Autosaving was nice but it probably saved a bit too often. 
 
hmm. Thanks for playing it I'll mull that over :)

A lot of the map, particularly the second half, is not what I initially intended because I've got very few vertices left. The two large arena fights at the end in particular were supposed to have a fair bit in between. As it is a minute after one big fight you enter another one :/ 
 
I'm definitely not gonna try making something this big again :p 
Famous Last Words (of A Mapper) 
I'm definitely not gonna try making something this big again :p (ZealousQuakeFan)

haha, something for the quotes thread! :) 
 
I'm not necessarily thinking size in terms of scale but just number of areas and the general length of the map, but yeah, I'm sure I'll eat those in the end :p

btw did you find any secrets otp? 
80% 
 
 
Okay, cool. Hope it wasn't too disappointing :E 
Heh - No 
I mean I haven't played it yet, but it's 80% vised.

I've stopped it of for now though, so I can do some gaming, but I'll resume it later on tonight.

(BTW were you aware that BJPvis has an autosave feature?) 
85% 
Getting there. My CPU is running at stock clocks atm, which won't be helping. 
 
46 Hours Of Vising 
98% complete. 
The Anticipation!!! 
 
Mapmodels 
A PAK for Quoth. Collection of map models.
http://www.mediafire.com/?amqka3ibkl1b0se 
99.01 
 
99.37 
What a hog! 
Mechtech 
No sources, no readme, no one should touch that. 
 
well, they are very nice map models (mostly modern, but some medieval stuff).

But where are they from? I'd like to know more about the source of the models before I would want to use them. Are they completely original? I don't recognize any of them. 
Sources 
I believe many of them come from http://www.md2.sitters-electronics.nl/models.html, although obviously the ogre with an axe in his back is not there.

I had a look through, and there's a real mixture of stuff in there. The modern stuff like the vehicles isn't all that useful for quake, and often didn't covert to the palette all that well. I would use the fire hose in a base map though, possibly after muting the red a bit! At the other end of things, the Egyptian stuff looks great and obviously there's a matching texture set.

The medieval stuff is somewhere in the middle - stuff like the torture equipment could appear naturally in a quake map. It could all do with some new textures though - not because the textures converted badly. Rather because the wood texture doesn't really match any quake texture sets. It would blend in much easier if it matched dull wizwood, for instance.

There's a few other places where I longed for different skins. The great big tech-crate is a lovely design but at the moment would look out of place in idbase, ikbase, spdbase. It'd be great to have a texture for one of them. The teleporter pad is a cool model but plain sliver gunmetal is basically never found in quake tech maps. Also little things like fullbrights would be nice - it's good that there are no unintended ones, but models like the branding iron could use proper ones (I'm working on a quick fix for this particular model).

On a technical nitpick, quite a lot of the skins are 480x480 in size - maybe the source models were the same. I'd recommend reducing them to 256x256. One reason is that skins are best off in powers-of-2 dimensions, at the moment your 480x480 skins are being stretched to 512x512 in glquake. The reason I'd take the textures down in resolution is because often these models have much higher pixel density than the surrounding map. Moving them closer will again help them blend in.

I know that's like 4 paragraphs of suggestions but I only bother with any criticism of things that I like and want to see being great. It's really cool to see new detail models for quake finally appearing, and I hope to see maps make use of these. 
Forgot 
I forgot to mention my favourite, the compass model, which could go straight into a Knave map unchanged. 
Metlslime 
Metl, have you got a link to that ogre picture you drew? I've tried searching for "metlslime ogre" but I just get every page from func_... 
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