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
 
holy wowasaurus! Mike I did not think Q1 could look that good! Awesome cave stuff and the fog in some of those screenshots is gorgeous. Please post more! :D

ijed, very cool :)

I WANT MORE SCREENSHOTS .... NOW! :D 
Hmm 
Top right in your first shot is beautiful Mike. Love the bridge/underground cavern.

And good, novel theme in the 3rd shot ijed, that hole in the ground is very nice... 
 
mike:

as i said earlier, all those shots are great looking.
i'd suggest reworking that brick texture. it's 128x128 atm, consider modifying it to be 256x256 or even 512x512. just tile it at the larger size and play with the colour shading to add more variety so that it doesn't appear to obviously tiling on wide, open swathes of brushwork (ex: shot2, bottom-right quadrant)
also, epic bridges over lava with detailed terrain around the base = win.

ijed:

shot 1: ok, but really cramped. obviously, that's the point since it's a remake of dm4. i never liked that map in it's original form either. (e3m7 is also cramped like that) so can't really fault anything with the remake version. good on your texture alignment, btw. maybe work some vertical aligned brushwork into the uppermost areas? the horizontal striping is fine at the bottom where it's broken up with hallway openings and such, but it's undisturbed at the top which makes it look repetitive.

shot 2: plain, except for that undergrowth of leaves, which is nice. it's a dm map though, so i guess the lack of detail is sort of par for the course. it'd be great if you could work some trim into the edges of those bridges and some supports and stuff.

shot 3: easily the best of the three, very cool with the sweeping curved staircases and the details up at the top area. too often (in other's maps as well as my own) the top area at the sky is ignored in favour of plain walls or whatever.
it's a tad monolithic with those mini-domes in the far side of the room in that shot.
braziers are nice, are those brush or mesh models? either way, very cool. both the cracked hole and the wheel-type grate next to the gun are nice too. 
Mike 
Maybe add a slight bit of red to the fog so it suggests the lava pools in areas where they're not. Not too realistic, but like there's brimstone in the air. Red brimstone.

Thanks for the comments :)

DM4: Like some supporting structures for the vertical elements? Will give it a try. The level I used to like alot playing on the N64, but it seems like a hated map for most. It's a bit bigger horizontally and a fair bit vertically.

DM7: Is very basic yeah. I was thinking to close off the ceiling and have lots of moss / vegetation hanging down. But I'll try adding some wooden beam supports as well as trim for the walkways. Had beams before in place of whats there now (used to be a void map) but having them as detail as opposed to structure sounds good.

CTF1: The hole is for a special prop I haven't rebuilt yet (2nd version of map). The level is called 'House of Rhogog'. The uppermost tier is for sniping with the Cauteriser since it doesn't allow the player to cross to the opposing side. The braziers are brush - I was thinking to get rid of them tbh - but yeah, theres other stuff to do and they're ok looking. The hole and grate both lead to the underground tier. 
More Time Now 
DM7 is basically a version of the underground ruin from the film The Ruins. Not particularly well realised, so want to bring it more into line - thus closing off the ceiling but leaving a single skylight, also closing up the top floor a little, since our mantle movement allows players to steal the Quad up there too easily.

DM4 is basically as is since inception. Putting in some vertical supports is a decent idea - currently the ceilings are purely decorative whith what's there. And not particularly imaginative.

CTF1 is very much in progress. The reason I was saying about removing the braziers is that I was considering having the stairs in the bottom left and their facing set covered by another sticking our veranda from the top tier, with pillars replacing the braziers. Going to do that anyway, but leave the others in. Need more light sources elsewhere as well, so will keep them. 
 
I have gotten into the mindset lately of not wanted to 'spoil' any of my maps by posting screenshots. i don't know if that's dumb or not though. :P

I kind of feel this way. I'm trying to avoid releasing screenshots of all the cool areass of my maps, otherwise there may be no new cool areas for people to discover when playing. 
Hah! 
I didn't notice Mike's shots were 4 joined together, I was just looking at the top left ones thinking "meh, they look OKAY" ;). Very cool stuff indeed, surely that's quite a way along development.

Metl: that's the thing isn't it. When I was posting other people's shots I was very careful to not post the coolest scenes as, well, even in Quake they can be bloody impressive and an important aspect of enjoying the map. I tried to find areas that were typical and looked good, but not the best bits.

Also I think people are mapping pretty slow these days ;) 
 
That's what I try to do on Quaddicted too and I constantly get bad remarks about screenshots being bad (apart from problems with the brightness/gamma).

I too do not like getting spoiled. Be it a movie trailer where too many later scenes are shown and I am sitting there, thinking "that scene has not happened yet, so X cannot happen to Y" or - well - a Quake map. 
 
Necros 
hmmm steampunk with plain old medieval? not sure how that'll work. the outside brick textures look a little plain to me. using some better textures could spice things up. that's what i'd do anyway - there's way better brick textures than those ones, and the little metal trims aren't very noticeable. like the style and build quality though! 
Cool Stuff. 
Number 1 is ace. 
Oh 
first 2 are the same map, last shot is a different map, it's not all jumbled up together :P

i'm not totally happy with the main brick texture myself, but as that map has a lot of big structures, i needed something that wasn't too varied so it could tile without looking bad. i originally wanted to use the blocks10 texture from q3 (it's the beige blocks set in cyclopean style) but i felt the trim interacted better with distinct bricks better than haphazard blocks. also, the red stripe motif works better with the brighter white of the bricks than the tan colours of block10, although i guess i could have photoshopped block10 to be more white.

block10 and the orange floor tiles are still like my absolute favourite textures. :P 
Oooh 
Those shots really look good, especially the first one. Keep it up :) 
 
Wow, which texture set is the steampunk stuff? That looks great! 
Ok 
I'll try to return the favour :0

Is that a brightly lit cave under the cliff face? What's in there? Is it an Ogre? I MUST KNOW!

The second shot, I'd make the pillar bases part of the second step - it does help with vis, but is almost more realistic, pillars are always on a supportive base as opposed to stairs or slopes. And a big cyclopian block reminds the player (who doesn't look up much) that there's something massive above them.

The third shot, maybe give the stairs a trim . . . not sure what I'd suggest there - the Kona slope I never really liked (sorry K) because of the change in movement when the player shifts left or right. On the other hand that curve will make things complicated for brushes. Maybe just cut the last 16 units and put a trim tex on there. Do the cogs move? 
Willem 
thats a q1 wad of rorshach's (kevin johnston) HH3 q3 textures. 
Necros 
Love the first shot - maybe even influenced by your experimenting with Far Cry? Christ you're taking Q1 to new (yet still, amazingly appropriate) limits that just illustrate the strength of the original art.

Mike Woodham:
hmm, This Onion was one of the best maps ever, and I assume this is the sequel, and it looks even more amazing.

ijed nothing needs to be said your project is crazily exciting.

Nice to see some mappers around with such high technical competence! I tend to just mash lots of shit together and expect Bengt's tools to iron it all out (see nsoe6), lol.

Great stuff in this thread recently anyway. 
Willem 
Its Clockwork Droid by Rorshach (spelling?) and its one of my all-time favourite texture sets!

he also did another ace set called Vendetta. I had a look around but couldn't find any links! :( I'm sure someone here can hook you up though. 
 
Do the cogs move?
of course! ^_^

The second shot, I'd make the pillar bases part of the second step
i like that :) the 'bigger at the top, thinner at the bottom' motif is something i'd like to explore.


on clockwork droid, they were incredibly difficult to find, and i'm sorry to say, i can't recall where i managed to download them. it might have been a backup of rorschach's site on archive.org? my memory is very hazy. i (obviously) still have them, so if anyone's looking for the set (unmodified), let me know and i'll put it up. 
Doesnt Rorshach Work At Epic Still 
if so, willem could just talk to him :)

All his texture sets (not to mention skins) were lovely. His artwork was one of Unreal 2's biggest assets IMHO. 
 
Yeah, he does, but I can't know to talk to him until I know who made the set. I'm not going to walk up to his desk every time I see a texture I like and ask him if it's his. :) 
Surely You Have A Internal Forum Or Something 
 
 
We also have email and instant messaging. The point is, I'm not going to bug him every time I see a texture I like on the internet. 
 
That said, where might one download that texture set? I did a few Google searches but came up empty or with broken links... 
 
I find those rusty textures utterly ugly. They look like dirty bathroom without any clear structure.

kz1on1a looks nice though, I think it uses some of these textures too. 
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.