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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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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! 
Pretty Cool Idea. 
I like the style and the structures, I find the contrast a bit much though. 
 
onetruepurple: shot 2 looks cool, but I also think that it needs other textures for lights, maybe even torches.

mechtech: the shots are awesome, seems like a very nice map, can't wait to play :) 
 
OTP's shots... first is a bit dark. Second shot is great, I love the lighting, and the contrast. Not so wrapped in the textures though.

I still don't understand why soooo many mappers just stick with the same old id textures that have been used 1000 times before, while there's so much underused custom stuff out there, that's better than id's textures. 
Thanks For The Positive Comments 
The underground void idea was from TLOR Balrog sequence. Towers of stone in an immense cavern. The progression of the map, starts in a stone cave, as the player ascends I add more Castle/stone type stuff. The end will be the player reaching daylight in a Quake medieval setting using the Quoth Death Brigade enemies.

Screen shot 1 is admittedly boring. Needs some texture variance.

I hope to have my maps out before the end of 2014. At the rate I'm going working 70 hour weeks... we'll see

I'll get a beta release going soon. 
@Luke Nockles 
Shot 1looks like a bloody basement, nice coloured lighting in there..
Shot 2 has some texture problems, they just dont blend.
Quake has a very limited palette, mind you... 
@mechtech 
Nice curves you have there, but in shot 1 i dont like the skull texture in the left ... most of it is covered by the 2 brushes, so why such an ambigious texture there? 
I Like Shot 2! 
on the nockles map. i'm all for mixing up textures/themes, providing it's kept consistent across the map 
Cheers For The Feedback On My Q1SP. 
Thanks everyone who has given me feedback so far, I really appreciate it, and the feedback has absolutely helped me make more progress quicker, and making this map has been an absolute blast. I hope to have the level finished on Saturday. That could slip. But it would be brilliant if everything went smooth and it was simply finished on time! :)

Here's a newer shot taken from that location, the geometry is still fairly similar, but the texturing and lighting is new. It's still absolutely work in progress, but I think it shows the kind of direction I'm going in now:

http://i.imgur.com/o7uZIHY.jpg

I think letting it own the medieval theme is a great idea, as was removing the tech lights. I was absolutely trying to juggle too many themes at once, visually, it was a mess, and was not doing the map any favours!

I have decided to have a go at sticking with the cream/brown brick contrast because I think it helps make the outline of the geometry pop, but most of the metal/blue textures that were being used are being replaced with Quake medieval.

I've cut the old lighting and I've replaced it with torches, and used small dimmer unsourced lights to simulate light bounce and get rid of really dark patches. 
Cool 
I like all of the changes, except I liked the light coming from under the stairs in the original shots - you could probably keep that, the medieval maps in e4 do that if I recall correctly. 
Two Things. 
Firstly don't worry about an imminent release. Take your time and work on polishing it up - gameplay and design.

Secondly, under the arches with the new pale blocks - make sure it looks like the arches are made out of the blocks, continue the joins between the blocks underneath. At the moment it looks like the smoother texture underneath is just painted on. A common mistake but one that is well worth avoiding.

Other than that, looking cool, keep it going. 
 
OR release early and often to get more experience instead of pursuing perfection. 
 
Cool. The torches looks even better than I expected, congrats on the changes, everything looks much better now, it's "natural". 
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