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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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Oops, Thought I Was In The Mapping Help Thread 
I'm using Fitzquake 0.85, it's all I ever use.

A trigger_monsterjump will probably work, but I was trying to minimize the number of models required. I was able to get the monsters to fall correctly by activating them with another relay. Once they start moving they fall as they should. Pre-activating them this way is less than desirable though.

The way I had this working before, all the monsters spawned on a long, sideways moving door. There were small walls between them to keep them separated and to keep them from moving with the door. As the door slowly slid out from under them, they would fall into the teleport.

This worked, but the timing was hard to get right due to the different sizes of the monster bounding boxes, and I was trying to get rid of the door to free up another model.

I have gone back to using a door to move the monsters. This time the door consists of 4 brushes sized 64x64x8 (one brush per monster 8 units below each) moving downwards. The monsters correctly fall onto their section of door when spawned. Once activated, the door lowers them into the teleport brush.

The timing is more deterministic this way, so even though I haven't freed up any models, that is an improvement anyway.

I still don't understand why the monsters don't want to fall correctly.

In order to stay on topic, here is a screenshot:

http://www.quaketastic.com/files/screen_shots/Wish13_0007.jpg 
You Can 
trigger a teleporter. If you give it a targetname it won't do anything until called.

Would mean making a single teleport per monster though, so not particularly helpful for reducing entity count.

That map looks badass. 
That Screenshot 
looks very promising Rick! 
Rick 
from dat shot perspective the map itself looks a bit dull , in kind of texture set

that rune texture(red-ish) added here and there would do the job 
Looks Awesome! 
 
Looks Grrrrreat! 
Advice:

Trim-trimmings-trim
Trim-trimmings-trim
Trim-trim-trimmoo,

I've got an important message for you...

If you don't break up the textures on the wall more, it might slightly suck, David Cameron's a whore.

But seriously though, it looks really cool, love the tone. 
Lol 
How in the world do you guys see anything in that screen shot? From that distance and with all that fog I think you can assume that whatever detail there is can't be seen.

It is a little on the monochrome side - that's intentional. There was more color six months ago but people said it didn't fit in or something. Whatever it looks like now is how it stays. I have no desire to make those kind of changes.

Yesterday I wasted hours trying to figure out why monsters didn't fall when spawned. Today I added the new teleporter system (that I finally got working right). To do that I had to change one room from short and wide to tall and skinny, deleted 12 unnecessary spacer brushes and I replaced a door that was using about 50 tris with one that used only 24 and when I compiled the map the marksurfaces count went from 32029 to over 32800. So I've spent the last couple of hours fixing that.

Does anybody know if there's a way to keep Netradiant from renaming all the target/targetnames when you copy and paste? 
Well 
we get the GIST of it Rick - gothic cathedral-like outdoor architecture, indoor Runic areas lit with oldschool spotlights, and lava! How could we not think that's sweet?

As for the technical side I'm pretty useless (other than bothering people who know what they're doing), but I'm sure someone useful will come along soon. 
Rick 
I remember the moaning about the yellow lights,
and now people want it back. I like the look now,
monochrome or not.

People are strange.

As for the NetRadiant issue, i have no clue... 
Ah, Yes 
the infamous yellow lights and the big red window.

I did tone the lights down a little. 
Looks Great 
just great... 
So Great 
neoclassical 
That Is Phenomenal Looking 
 
Drew 
...how on earth?
Maybe the Pugin comparison is cliched and cheesy... but yeah. 
Better? 
I had added this room about a year ago. It's a pretty important room, but I was never really happy with how it looked. This is an old screenshot from before I did the re-texturing.

Old Room

I worked on it a lot last week end and I think it's looking better. Probably still needs some lighting tweaks.

New room

Different view 
That Outside Screenshot 
is phenomenal!

And yes new room looks better but lighting could be less flat. 
Hahaha Fuck Off. 
I meant neoclassical as in new school quake w old school sensibilities and etc. 
(not Mad) 
 
 
new room looks MUCH better with the texturing. those windows and bricks are great. the outdoor spires are fantastic. just be careful not to make it TOO dark. 
Lol 
damn sorry Drew seems like I over-interpreted things again, as I always do.

New version of the room is a lot better, everything seems way more considered and detailed, including lighting and texturing.

/Eschews gothic label 
Drew U Mad As FUCK!!! 
I think the bricks look kind of small in relation to the huge scale of the room. I'd prefer if at least some parts of them could be bigger for a more 32ish style similar to the previous metal4_4 style. 
Grim And Unholy 
Which is good. The new one looks better because the textures break up the flat areas of the previous one better.

Is there an altar in the middle? 
Looks Great. 
Keep going with it. 
Oh Oh Oh 
Looks very interesting indeed.. neo-gothik / medieval maps are always cool :)

Go finish this ! 
Grim And Unholy 
Yes.

I keep hearing this in my head every time I see one of those screenshots. 
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