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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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Is That Made In TrenchBroom? 
 
Yes 
Every single brush! :D 
Awesome! 
 
Go Man Go! 
 
 
I wonder who will release the first fully trenchbroomed map? :D (not me, I'm only editing stuff made in another editor atm) 
I'm Really Trying My Best To... 
but I fear some other folk are secretly toiling away at it and might beat me to it. :D 
Why Not 
Make a speedmapping session? 
Some Progress Screenshots 
I have the layout / connectivity finalized on the tournament map i mentioned earlier. Working on rebuilding the map from scratch using non-developer textures now. Starting on the most important part of the map, the main atrium!

http://www.mediafire.com/conv/c239e6971c2db654835d602641caef7523cd7c729fed97a5cbdef18b3272e2ed6g.jpg
http://www.mediafire.com/conv/fc49244047926b9698e121464681c353638d0fcef547a83fde986a29cecfde7e6g.jpg

Haven't really put much thought into detailing it or lighting it yet but just wanted to give people something to chew on and to assure them that I'm still working on this map. 
Looks Pretty Nice 
I love those textures, they are definitely underused! 
New Quoth WIP Map By Breezeep 
More Screenshots 
 
I haven't played it, but it looks beautiful, foogs.

The megahealth seems out of place. I guess I would've expected that the megahealth be on a platform or stylish place, and not just on top of a couple of beams.

I noticed that you have some items placed right at the edges. Is this because to allow players to grab those items without actually landing there? Isn't that a little too forgiving?

I've been out of the quake scene for some time, so I don't know if that's a trend now, to be so forgiving like that. 
 
I'd say the quake scene is pretty forgiving. 
Foogs 
That looks really good.

Are you sure about that black sky? I'd just put a ceiling there, myself. 
Oh And 
Be sure to release the source when it's done so somebody willing can make a SP version... 
 
I wrote up a quick OBJ to MAP convertor program so I could do stuff in Modo and import it into TrenchBroom. First test - successful!

The little "S" shape was modeled in Modo and converted ... It's alive. ALIIIVE!!

Granted, there's no texturing info but, hey, the brush shapes are better than nothing...

https://dl.dropbox.com/u/161473/Misc/QuakeStuff1.jpg 
 
dude... that's... really awesome. 
 
It's the simplest conversion possible so it isn't like it's breaking up a mesh into convex chunks ... you have to build like you build in Quake. But at least you can use a high end set of modeling tools to do it... 
Holy 
 
ah ok, that's still really cool though. :) 
Splitting Concave Things Into Brushes 
That is something that I keep coming back to for several interesting applications in TB. If I ever get it working, it could be used to turn obj into brushes as well I imagine. 
 
More quick fun testing : https://dl.dropbox.com/u/161473/Misc/QuakeStuff2.jpg

SleepwalkR

I tried for a long time to get it to work as I wanted that feature for ToeTag. I could never get it to work even remotely reliably. Now, granted, I'm awful at that kind of code so you may have better luck.

If you DO ever get it working, it'll be a Quake editing renaissance. :) 
I Mainly Want It For 
more flexible vertex editing. Would be great if you could push a vertex inward and magically create new brushes, and re-merge them when you move the vertex back out again. But yeah, it's very complicated. 
I Love That 
...

I can imagine some really interesting maps coming out of all these new toys! 
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