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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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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 
 
Mfx 
you seem to be making terrain in the way I have tried for a number of maps, honestly I created so many leaks and errors by doing it the way you have done it that it's not worth the amount of time you will spend fixing them.
I hear tri-soup is the best way to do it for creating less errors, and TB is probably the best editor to do it in.

As for the shots, I like the first shot the most, though I agree with sock in regards to the odd light textures. The rock texture would be better if it had a little more light contrast in it and a lot less dark contrast. 
TriSoup 
And Trenchbroom don't play nice unless you use the snap vertices command a lot. 
Mfx 
Your floors are quite flat. They could be broken up some more. 
Shot 2 
Is my favourite, the fog colour fits very nicely. 
Q1SP By Luke Nockles 
That 
Looks good, though its hard to make out much in the first shot. 
Interesting 
got a bit of a ShadoW vibe going on will all those textures. Will be interesting to see what comes out of this! 
Not Bad.. 
Though I'd definitely change some of the texture choices. Shot 2 I'd take out the tech lights and the metal textures. Probably would replace the big white brick textures and wood textures with something else too. 
Re #9591 
First hot should have more lights: there are too much shadow areas IMHO.
Second shot is really amazing: the work onto arches is really great.

Apart from that I concur with FifthElephant's comment on shot 2 about light texture selection: should be more medieval oriented.

Keep it up !! 
Too Much Texture Clashing 
for sure.

Also, I assume shot1 is a spectator shot (ie from noclipping, not something the player would see)? 
Shots From Map2 Of Titan 
 
Quite interesting looking map you have there. Looks like a void map but underground 
Looks Like 
my kinda map. rock walls could use a little pizzaz, but there is a great Dark Souls vibe going on here! 
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