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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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The lights are powered by magic, silly. They always work regardless of damage. 
 
Well to be fair I did add a flicker to the light! :P

The map is about only using a limited texture set and nothing else. It has been really hard to resist adding more textures but I am hoping people will just fill in the gaps and imagine it sparking and the light texture flickering. 
I Would Be Excited About 
additional textures as long as they remain very id-vanillesque. So while I know you are not doing that, if you decide to compromise later on down the line, i'll be super stoked. I love new custom id1 style textures, and would be excited about using them in my own mapping (as I am about using the ones you've already created [once you're cool with that obviously])! 
Polluted 
phiran�a's don't eat eachother. 
 
LOL-- brilliant!! 
Intended 
phiran�a's don't bite eachother,

as I think they do eat eachother
after getting hurt. 
 
NEEDS TO BE GREEN 
 
Free Madfox Dopefish Model ! 
help your self

download 
Late Night Sketch 
That's A Warm 
Wind tunnels! 
Backsteingotik!! 
A Bit Too Yellow 
and also I think the the roof light is giving off too much for its size? 
What Light From Yonder Window Breaks... 
It looks as though the light entity is too far away from the window and therefore unnaturally lights the walls on either side.

If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room. 
Perhaps 
It would look better if the ceiling was protruding upwards, not downwards. 
The Two Uprights Against The Wall At The Back 
Look like old chimney stacks :) 
@ Sock's Last Screeny 
Something doesn't look quite right with the ceiling I agree. 
Light From Windows 
You can use a func_wall as the window glass and put a sky brush behind it to seal it from leaking. Then put a not too bright light inside the sky brush, but give it a small wait value so it has some reach. Finally, put a stack of low value lights in front of the window to provide some fill. Otherwise the window frame will be pitch black.

http://www.quaketastic.com/upload/files/screen_shots/wish13.jpg 
Rick... 
I love that idea.

Sock, that looks nice! You're spoiling us! 
Nice Shot Rick 
 
Thanks 
This is basically the same thing as Mike mentioned above. Here is how one window from the previous screenshot is set up in the editor.

http://www.quaketastic.com/upload/files/screen_shots/wish13editview.jpg

You should be aware though that I tend to use pretty low light values, but then I boost it during compile. So, my light values will probably be too low for most people. I used range 1.4 for the build that previous screenshot came from ( I also tweaked the sceenshot in PSP, I hope I didn't make it too bright). 
Metal Bricks??!?!?! 
 
 
Wait, entities can be inside sky brushes?! 
 
I know lights can. It saves brushes and marksurfaces if you use a sky brush to enclose the outside light and seal the func_wall window, instead of building a box around it. 
Yeah, Lights Can Be Inside Sky Brushes 
This is because sky isn't solid, it's a liquid technically. The original qbsp would treat it as solid unless there was another solid brush behind it. But all modern qbsp versions will always make it liquid and yet also seal the map correctly at the same time, which is a very nice feature. (that's why a lot of early maps would have rockets explode when they hit the sky, instead of disappearing. Also grappling hook in ctf would grab the sky if it is solid.) 
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