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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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Test Map 
A couple of shots from a smallish map I'm making. It's something of test run for me of newer engine features - replacement textures at .5 scale, coloured lighting etc. Shots taken in Fitzquake. Ignore the tree.

http://www.glassman.mistral.co.uk/gmsp4/quake01.jpg
http://www.glassman.mistral.co.uk/gmsp4/quake03.jpg 
Glassman 
that rocks! :) 
Looks Good 
if a bit plain, but that's some of the much better colored lighting I've seen implemented in q1. 
 
can I kill you ? 
Amazing! 
looks absolutely stunning glassman. I've always been a fan of your maps. keep up the good work! 
 
there something in the water around here? everyone has nice looking maps lately. 
Wow 
Really nice screenshots... congratulations !! 
Glassman 
that does, indeed, rock

Nice lighting, very soft and moody. Half-timbering is great. 
Glassman 
Nice, but I think you need to pick either contrasty textures or contrasty lighting - together they're a bit overwhelming. 
Those A Beautiful Glasman 
Poster art quality. 
Thx Guys 
Glad you like them.

Maj, it's late afternoon, low, bright sunshine, dark faintly blue shadows or maybe I boosted the contrast a bit too much in PS.

I'm gratified that nobody seems too phased by the custom engine stuff. I'm not sure if the map will end up being playable in the standard quakes due to the large size of the textures which, anyway, look crappy in the quake palette. I'm aiming at Fitzquake; my only regret is that there isn't a s/w engine that does external textures. 
Well 
i'm phased actually, but i sincerely hope the map will be fitzquake ready when it's done :)

(/me still hates colored lites in quake) 
Vondur 
I put that badly - it will definitely be fine in fitzquake which does support external textures (although not on models or sprites unfortunately), skyboxes & coloured lighting; it's the original glquake & winquake that may not work.

Coloured lighting will be as tasteful as possible :) - I think it looks okay with 24-bit textures and you can always remove the .lit file if offended. 
Good Good 
:D

"...if offended" sounds exatly like i feel every time i see colored lite blasphemy :D 
Glassman 
Just a few questions, what is your level editor ?? I'm currently using QuArK, with something like your features (i.e <quote> replacement textures at .5 scale, coloured lighting, <quote> etc..) and my map seems not to be as good as yours... Or did you make some modifications on your screenshots ??? 
Glassman 
I don't have much of a problem with the lighting (although the first shot could do with a bit more radiosity down low). It's just the high contrast textures in the first shot tend to overwhelm it and reduce the impact. Our lead artist backs me up too ;P. Then again, maybe it looks different in-game. 
JPLambert 
I'm using gtkradiant 1.4. I just increased the brightness & contrast of the shots as the histograms were almost entirely in the 0-128 area. 
The Map That Won't Be Finished 
I'm putting this on the back burner so here are some screenshots.

http://www.suspenlute.com/stuff/Quake12.jpg
http://www.suspenlute.com/stuff/Quake14.jpg 
Blah 
I think you meant to say "I'm not going to finish this, so I'm just going to tease you and make you hate me." 
Yes 
that's exactly what I meant to say 
Cool Fern 
I love seeing new geometry with classic textures. 
 
" I'm gratified that nobody seems too phased by the custom engine stuff."

Well I prefer as plain as I can have with Quake (but I'm using Fitzquake for its built-in gamma support) so... but those shots do look nice. 
You All Suck 
Glassman's shots look beautiful, and a pox on all of yous who complain that it won't run on software/GL original. 
Hmm 
But it should run in standard GL/software. It's Quake you're editing for. If you want a shiny new engine, map for a shiny new game. 
Quake Was Designed For Flexible Modalation 
That is why there are thousands of patches, hundreds of Partial and Total conversions, and Id released the source code so the engine could be modernized and these factors I listed have everything to do with why Quake is still a living game now.

The minimum system requirements of FritzQuake are low, and I doubt if there is anyone on this board who can't run it. I could be wrong on that score, but it doesnt change the fact Glassman is doing us all a huge service as well as Tigger-On for bringing Quake design forward in time.

Also, given the fact that a modified engine team can put the latest hard ware acceleration and software features in their product in a short time where as any commercial venture will have to take at least a two year development period to put their product together, it gives us end users a glimpse of the latest technology in game before it becomes commonly available in commercial games.

On top of that, it gives model makers, mappers and sound artist a headstart on keeping up with the state of the art in their fields by being able to use the technology and being able to express familiarity with it when they apply for work in those fields.

So, right on Glassman, keep at it; purist be damned to DosQuake. 
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