News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
Quaketastic 
See Willems thread. 
Colored Lights 
I've been a good boy and listened to your feedback. Here's a test shot. Colored lights in a Quake themed map, oh my.....

http://imgur.com/HLSaF7Q 
Looks Hot! 
 
Looks Good 
Colored lights can work well in Quake if they are very subtle. Check out sock's maps for examples. 
Nice 
I did coloured lights in a bunch of maps - less is more :)

Although that does look rather fetch :D 
If Thats Still The Q3 Map 
now it definitely looks more q1 :) 
Sprony 
that looks great! 
Not Too Bad 
But I think that the yellow light up high is just a tad too yellow. The lower lights look good though. As mentioned earlier, less is more when it comes to colored lights in Quake. It's not a disco and it's not a shopping district so colors just look out of place if they're garish but if done right they can add to the look of a level. 
Thanks Guys! 
Agreed, I was already planning on toning that one down. 
 
Love how the blue light at top adds some coldness to an otherwise warm scene. 
Something I've Been Tinkering 
Grrr I Just Noticed The Bad Texture Alignment 
 
Cool... 
but are you mixing jf1 and jf2 textures? I'd recommend replacing all jf1 textures with equivalent ones from jf2, which are less sloppy overall. (e.g. the rivets are tighter looking, bevels are harder, flat metal has more of a texture to it instead of just ripply colors.) 
 
Yeah I'm mixing the two, though I've been thinking of replacing the jf1 textures since I started using jf2 a bit later. 
Texture Alignment 
Whatever, wip. Looks very pretty! 
Stacky: 
texture quibble aside, i like the moodiness of it, the lighting and texture use. The green fog seems to work also. The triangle shaped structures are cool. 
Stacky: 
I like it too. Very moody. Has a bit of a Doom vibe don't you think? The green waste levels.

Not sure about the sky though. Darker green would look better. This is too light imo. 
Thanks 
The sky has this color because of the fog. It's a greyish sky normally, though I could probably darken the fog somehow. 
Skacky 
Looks great - reminds me of a map by RPG (wasn't it?)....

On my screen it actually looks a little dark rather than bright.... 
 
I'm on holiday in a few days anyway, so it's just fun to make a simple enemy before I go.

So I decided to give him the ability to throw dogs at the player as well. Works like a charm and makes me chuckle since I imagine him carrying something like this:

http://i.imgur.com/CW5y1.jpg

I don't even have drug abuse as an excuse for inventing this nonsense. 
 
Skacky; too many light sources IMO. 
PixelMine 
@Skacky, nice combat space, for some reason it reminds me of a Q3 arena. It feels very wide open, like it needs some more cover in the middle. What does it look like with a monster for scale?

@ijed, sounds awesome, a puppygun, I want to play! I hope the gun makes a woof sound when a dog is thrown across the room! :P

A spare offcut that has been festering on my HD. 
Sock 
This is actually the start map of an episode I'm making, so you won't be fighting anything inside it.

Your screenshot looks intriguing. :p 
 
@Skacky, If there is no combat in that area then fill the center with something cool looking. Try creating a mini upside telecoms towers in the center pointing downwards into the void/fog instead of generic pipes. Google image search "telecoms tower" to see what I mean. 
 
Thing is these pipes are feeding the central pit with unhealthy slime. :p 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.