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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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So True 
"an attraction like that of viewing far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed." - Tolkien

The idea of a map taking place in a larger environment is so appealing, but it takes so much effort to build it, and I have exactly the problem Necros just mentioned / I am unfortunately lazy. 
 
to clarify, I was only talking about deathmatch maps. 
I Agree With Tronyn And Necros 
Personally I like the parts where outdoor/indoors meet. 
Details 
The main point I was trying to make when talking there was that it can be very frustrating to navigate around a cluttered area with lots of stuff needlessly getting in your way. Even more so when you are in a combat scenario and you are getting stuck on little details sticking out of walls etc.

The space should be functional for its purpose.

There are times when this can be a good thing, for example if there is no combat and you want to make the player feel like they are exploring somewhere new where no one has been before, then placing things in the players way can help with that. If the player has a clear route through an environment then it can sometimes feel sterile.

This mostly stems from the fact of playing so many source engine custom maps where OH LOOK, A ROOM FILLED WITH BOXES IN MY WAY AND ENEMIES which gets annoying very fast ;) 
 
another purpose for clutter can be to slow down the pace of the gameplay (obviously in non-combat areas). you may want to stick a pile of crap in the player's way after a big fight to kind of calm them down. 
 
That reminds me of Black Mesa where I would constantly get stuck on props lying on the floor. I had to crouch jump over everything with the abysmal jump height (eventually figured out it could be tweaked and all was well).

They also put knobless doors everywhere. I knew I couldn't open them, but for some reason I always tried on the odd chance I might hit some secret room. 
 
Moenie 
This is a Quake 3 map using Starbuck his Base set remakes. Lighting isn't final.

http://imgur.com/LjiqZWM

http://imgur.com/aerhkpY

http://imgur.com/3FlbRvg

http://imgur.com/Vjq1w6P 
Ah You Showed Over At Q3w 
I like it but as I said there, if you are going for q1 look, I think lighting should be more monochromatic. If you dont mind the q2 comparisons, its fine as is. 
 
Looking good. The Quake vibe is within grasp for sure. Since the textures are so nice and the geometry is on point, I'd say that making sure the lighting comes out with just the right amount of harshness will decide if it feels like Quake1 or not. The lighting needs to be good, but just crude enough it retains the lo-fi oppressive feeling. 
 
I love it!

Getting a great vibe from it, shame I can't get bloody Quake 3 to work on this machine. 
 
I love it. I like the yellow/beige base textures in combination with yellow lighting, I've seen mappers get scoffed at for doing that in Q1 (pffft, colored lighting...) but I think it looks great myself. Are you using patches in that last shot? The column seems in need of some smoothing. I think it would look better if you double the lighting resolution. Q1 has low res lightmaps but no AA unlike Q3. Also Q3M2 can do lightstyles, could be cool to have. 
 
Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.

[IMG]http://i.imgur.com/VsyYRfpl.jpg[/IMG]

[IMG]http://i.imgur.com/jIk6iY4l.jpg[/IMG] 
Sorry 
Paste error:

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

http://i.imgur.com/jIk6iY4l.jpg

How do I edit my original post? 
There Is No Spoon 
and no edit... 
Sooooo Good. 
I love those shots. I'm kind of gutted that this isn't going to be for Quake 1.

Thing is that a lot of mappers are coming along and making base maps, I bet a bunch of the guys here are wishing for other themes :P 
Last 2 Shots Even Better 
quite like the lighting in those 2. 
 
Looks really nice. The lighting is actually very good in those shots. I look forward to playing this. 
Yes, These Look Really Nice... 
 
Yeah Fifth 
Not only base maps, but base maps with the same id textures. Seems to be common these days which is weird. I never much liked the idbase maps to begin with.

Why doesn't someone at least use the mkoxide modified quake2 textures that I used in Guncotton? http://www.electricescape.com/etherealhell/mylevels/guncotton/index.php

They were great. Or do a mix of some different sets, rubicon, ikbase, evils' sets, some of lunaran's packs, look at his q4power that's fkn awesome! http://www.lunaran.com/page.php?id=8
I'd definitely use that if I was starting a new map, you could mix that and rorshach's hh3 clockwork: http://scmapdb.com/wad:hh3-clockwork

That would be completely unique in Quake, all industrial/dystopian/steampunk.

Actually the last map I started before I retired was going to be really alien, lots of curviness, a bit like an Unreal level, using these: http://scmapdb.com/wad:dethtex-spacemadness
12 years later and no ones used them yet :( 
Sprony 
Looks lovely, nice and polished. Very excited to see my textures being put to good use! 
 
This is looking good, Sprony! 
Thank You All! 
It's great to see so much activity here. Not just because it's positive, but seeing a community so alive. Awesome!

Anyway, let me go a bit off topic. I was thinking about doing a original Quake map for a while. Probably SP. Something very dark and gothic. But if there is demand for a specific theme I'm more than willing to give it a go (after I finish this of course). 
Follow Your Heart 
We'll play it! 
 
Dark moody SP maps are my favorite SP maps. Fire away. It'll get some lovin when it comes out. 
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