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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
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Ogro 
I've tried using it, but I find, because it is so dark, lightmaps don't show up well on it. 
Dopefish Lives! 
Did anyone download the dopefish model by Madfox? The link provided by Madfox is broken and I would like to use model in my level! 
*burp* 
The readme says I can distribute this with credit so here is a model by madfox:
http://www.quaketastic.com/upload/files/models/dopefish.zip 
Perfect 
That is exactly what I was after, thank you :) I just need to create a dopefish skin and it should be sorted! :D 
I'm Gonna Steal Your Idea! 
I've been putting the dopefish texture in my maps for ages.

And I see that it's got a full set of animations. Secret Boss maybe? 
Damn! 
There goes my idea ... :) 
Also Reminds Me... 
Of the fishing Ogre Madfox did as well, but can't find it in my files... 
Who Doped Your Fishing... 
I added a lot of models to quaketastic, but unfortenately in the wrong thread. It seems they're gone but I can upload them again.

In addition to the dopefish, while I was making it I came comparing that real pirhiana's eyes are more to the front then the quake model

Using the pix as skinfile show the eyes just above the jaws. So I could change the eye part more in front and a bit smaller.

here's the pithania skin for dopefish07.mdl 
Ijed 
your fishing Ogre will drink and pee.

out of Ogre 
Fishing Minigame 
hehe you could make a fishing minigame near waterlevels of a certain depth ala wow or torchlight... 
Yes 
they're funny but not game related.
It would end up in a barberque and Ogres turning rotten fish on spades and getting drunk.

screenshot 
Thanks 
Will see what I can get up to with these... 
Some More Development.. 
..since this summer is killing my mapping output significially.

1 2 3 4 5

What do you think? 
 
Looks cool. Can only get the last three screens to load on my phone though 
Looks Great! 
Some awesome detailing! Hard to tell from the shots but it looks like a very high minlight value, considering dropping that! Looks a bit washed out imo. 
Yeah DaZ 
Been playing with fog values and minlight settings a bit.

Question to anyone who reads this:

Which shot looks most sexy to you?

Been thinking about totally adding no fog, as some have mourned since mfxsp6. 
Shot 2 
is sexiest, I guess. Or 1. Very classy looking base style! Some minor rock texture misallignment in one of the shots there (3) which is great otherwise. Might also want to consider a different rock texture, if you aren't dead set on the current choice. Or at least increasing the scale of the texture. IMO!
Anyways, looks beautiful - test the fuck out of it and it'll be an instant classic! 
Drew 
i can�t decide either.;)

And i�m running out of rock texture choices on this one...

Tried some CR8, some from rpg, daikatana ones and and and.
Current one is rock69_d, no clue where this comes from, quaddicted i guess..:)

Anybody got some idea on that, maybe a larger texture (1024x1024)?

Or a more smaller and washed out one, which can be tiled better?

The rockwork is quite large in this one, Z around 2000 units at some points, because i was amazed with creating voids/falling pits once more...

...and terrain simulation... 
 
@mfx, I thought you would get tired of tech by now, but it seems you have been drawn to the dark side! :P

Shot 1, has nice clean lines but needs some tech detail (like tech09_3, tech09_4) and the tiny square lights on the large panels looks odd. Pull them out of the brushwork or use a large light texture (tele_top is often a favourite of techo fans)
Shot 2, is my favourite, I love the fog, the place feels industrial!
Shot 3, looks messy and incomplete
Shot 4,5 seem to be corridors?

I would recommend you add objects (pickups, monsters) to give people looking at your screenshots a reference for size, also try to use less light textures. Think about where you want shadows and try to alternate light fixtures around a room to create contrast. 
 
Looks very tight in style - everything aligning up with the textures. When this isn't followed though it looks a bit odd. Like in shot3 where you've got the ceiling light panel bending even though the texture doesn't.

Yeah the rocks look bad. Go for something that is smaller and more tiled so it doesn't fight with the angles of the brushwork so much.

A decent grass / natural floor texture following the same idea would work well. I'm trying to track down some black stone textures offset with green moss that might work, will post again if I find them. 
Ijed 
Sounds great! 
Sorry 
No luck. I think the set was originally made for Q2 and consists of around 3-4 textures, which were unnamed - 'tex40-3' or something like that.

Got bored searching so just dumped a load of rock into a wadfile: https://www.dropbox.com/s/6z0nibg718wikv8/rocktex.wad

Maybe something in there will help. 
Kingpin Rocks 
always look good, IMO 
Thanks Ijed, That Will Keep Me Busy For A While. 
 
Nice Looking Map Mfx 
 
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