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
Full Circle 
@scampie, The screenshots look really cool with all the plants and cliff sections but I have to confess not having played the game (DOW) I have no clue what stuff in those screenshots are your creation. Which nicely brings me to a nice tangent or 'shoe on the other foot' situation.

I recently posted screenshots of map stuff on an art portal/site, they branded me a cheat for posting stuff which they thought belonged to others and cast me out. Fair enough I suppose because they did not understand or could not work out easily from my screenshots what was my stuff. It is certainly strange seeing this situation from their perspective with your DOW screenshots. 
Scampie 
that razor sharp waterline hurts my eyes but I guess there's nothing you can do about it? never played dow. 
 
Hipshot 
Looks nice ! 
I Want To Lick It 
 
Awkward Angles 
 
I want those textures. 
Sock 
The cracked, semi-dry ground in that second shot is awesome. Haven't seen that look pulled off so well in Q3 before. 
Litter Problem 
Another update on detail:
http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg

@zwiffle, the textures are mostly standard ID, nothing special.
@pjw, thanks :D 
Floor Looks Amazing 
in last shot. 
Upstairs Downstairs 
The room above previous teleporter pit:
http://www.simonoc.com/images/design/maps_q3/moteof1bw5l.jpg 
 
Given the aesthetic quality of the rest of the map, that brick / diagonal cutoff as the floor wraps around the octagonal hole bugs me a lot. 
Well... 
there is trim there. Maybe it should be raised up to imply the diagonal-cut stones are covered by a strip of wood.

On the other hand, go map! 
Stone Alignment 
That sort of minor misalignment used to bug me too, then I looked at laid stone in the real world and realized that it almost never matches up perfectly like a power of 2 sized texture... It's not that hard to cut stone to fit. 
New Stone 
Cool 
Just make sure to clip it :D 
 
it's amazing how little things like that end up looking awesome. :) 
Oh My Gosh 
i wish that would be converted to q1sp 
 
http://necros.quaddicted.com/temp/cath4_1.jpg

clockwork droid textures are fun. :) 
Love The Door-arch 
:) 
Criminally Underused Textures 
But you've done them justice with some very clean angular curvy brushwork. I can visualize how it all fits together and it is a thing of beauty. The grating in the middle is a nice touch, even if its color does clash a little with the muted speedbz trim around it. I would love to see another sublevel below where the floor of cabling is now, just to really drive home the feeling of vertigo, but perhaps that would be pushing the portal count a bit. ;) The only thing I don't understand is the square rods seemingly coming off the ceiling; maybe they make more sense from a different angle, I just can't see what they are doing.

Altogether, it looks sexy and I want to play it. You are a mapping machine, necros, and I'm glad someone is still holding the torch for q1sp in 2009.

Also, it's my new desktop background. 
Necros 
Nice shots ! The architecture is cool ! Go map and release it ;) 
Hmmm. 
I find them a bit....a bit blatant? Like they're trying to be too industrial...

How is this map breaking Quake then necros? Or is it the same one? 
 
my major complaint about clockwork droid is that they're a little limited. it's either trim or squares. no rectangles or triangles. i really love the ikbase set for that.
as a result, i've mixed in metl's obtex and speedbaze. the borders between external tgas @ 2x res and normal 1x res palettized textures is sometimes a little obvious, but i can live with it because i find the oblivion textures too blue and the speedbaze textures too dark and brown on their own.

in anycase, this map was originally going to be the second map of the three i was planning to do.
i'm working on this while i perform some vis tests on the other one. 
Clockword Droid 
beautiful textures but I have to say that most maps that I have seen with them tend to look the same. That might be because of what necros says above but it does seem like they were textures created for a particular map already built. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.