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
 
IMO you should release episodes (or even individual maps) as soon as you are happy with them. 
That Shot Looks Very Nice 
Its more detailed and clean than previous maps, maybe even to nice, compared to the others. Not that they aren't pretty in their own way, but this is different, obviously, and might stand out as such. The nice details within the map might slightly undermine the aesthetic of the pack overall... Then again, as a personal project, whatever. I'd also be worried that the project could get extended/distended if you start feeling the need to do that consistently throughout, if I were you.
I'd say that considering the relatively quick pace at which you made the previous maps, it would be a better pay-off to release episode-by-episode, or, if you can make yourself wait that long, until the whole project is 'finished' - whether that's a 'megawad', or 2 episodes, or whatever.
That being said, one or two maps released early could, depending on your work/motivation style, give you the impetus to keep going at a fairly quick pace... 
....jesus 
who, other than myself, after a long day at work, and hoping to be constructive but worrying he is just rambling, writes like that? It is, I feel fairly safe generalizing on this point, a super fucking annoying way to write. 
... 
Drew 
All too recognizable, I start rambling trying to articulate trains of thought. Rereading afterwards makes me realize I could condense stuff into a third. I even piss myself off reading some of my crap. Lol. 
Yes Totally, (long Winded) Story Of My Life 
... Or whatever. 
Something's Changed With Func... 
 
Trenchbroom Tutorial Video 
I decided to create a tutorial video, this is a test. I would love some honest feedback on it, I want to create a series of vids which allow someone with zero level design experience to easily learn how to map in a short space of time.

https://www.youtube.com/watch?v=BisleGBgQ4w 
This Video Is Private 
 
Whooooooopsssss 
Ok I set it to unlisted public. 
First Impressions 
Do an intro. Something that lasts 10 seconds and has a logo with a cool name.

Script it; you tend to repeat words a bit. Even if you throw the script out you'll be more fluid and comfortable because you have practiced.

Divide it into sections;
Tools
Compiling
Editor Setup
Engine
Brushwork
Lighting
Entities
etc.
At the start of each of these would be a good place to show your cool logo again as a type of intermission. This will help users pause, come back to it, try things out etc. and keep their mental place in the video.

Don't start with the func page - this should be something towards the end 'you can get help here'.

Show a map in the background near the start before you get into the detail, like 'You're going to be able to build this by the time we finish'.

Finally, finish with a preview of what the next video will contain. Maybe even break it up into lots of shorter videos covering the various topics above. This would allow viewers to jump back and forth and get to the video that explains the problem they're having. 
Fifth 
First of all, thanks for supporting TB, and a tutorial video is certainly quite welcome.

That said, I agree with everything ijed said. The video needs more structure and a script. I think if you plan ahead a bit more, you can make a much better video.

Also, I noticed that you don't use orbit at all (Alt + RMB drag on an object). I think you it would do your editing speed wonders if you try and use orbiting more. I myself never look around without orbiting anymore - it's just so much more useful than strafe + look. 
Sleeps, 
I actually created a bunch of tutorial vids with a friend about a year ago and they were much better than this. He helped me do all the structuring and scripting (he makes films), but he's also very slow at making stuff and terribly unreliable at releasing things. I'm basically throwing myself into the fire by trying to make videos (I spent 3 hours trying to figure out why I was getting lots of noise and feedback on my mic).

The reason I posted my test video here was to get feedback on what I need to work on. I wanted to make the first video a very quick "set up and make your first map", I find if you get very quick results and feedback from learning something new then you'll want to stick at it. If you have to watch several hour long tutorials without getting any kind of results or gratification then the time invested will feel wasted for the pupil.
Getting that first hurdle overcome will mean I can spend more time helping people refine their ability with TB.

As for using orbit, I generally forget about it most of the time. I find the tool very situational due to the nature of mapping for quake. If it was solid space mapping that back culled the outside faces then it would probably feel far more valuable to me. I'd much rather have a forward/backward movement that I can make as fast or as slow as I wanted (and smooth rather than the incremental feel that it has now) and a smoother strafe. 
Q3bsp With Pixlz 
http://spawnhost.files.wordpress.com/2014/05/pixel4.jpg

Did a test for someone about making a pixel art FPS.

Map format : FBSP (512x512 lightmaps, dirtmapping)

Texture format: 32x32 TGA file, RGB (but indexed to quake palette along the way), using an image by Moondrunk

Torch from SJ. :-s Sorry, I was too lazy to make huge square particles, but it's quite possible.

Engine: FTE (SJ) 
 
Why does everyone think that pixel art is about big square pixuls and nothing else? 
GB 
The torch looks sexy, really. 
Beware Of The Stairs 
Madfox 
M.C.Escher style is great! how do you navigate in there? Are you rotating the whole thing in game?
Or..? Just curious 
 
there's probably no real good way to navigate that in the fashion you would like to. I could imagine a set up using portals in unreal but it would have been tricky to do. 
Wow 
yes, Madfox gets even crazier!

Will your trademark animated machines be included?

I have yet to see any game pull off an escher-esque environment (ie people shooting at you from different alignments) - I think Prey was probably the closest. 
Astrolaboria 
-@mfx :
I saw the quake level of the villa of Escher and became so pleased that I wanted to try the other. Print through the animation master, I found a project of Buce Vo, which had a 3D version of it.

Although it looked complicated, I made a model of Pepacura, and I was a little obvious. After I came out a couple of times drunk out of GtkRadiant I began to shift sections. Turning parts can work, but it pointing my eyes to my nose.

-@5thfant :
It looks a bit, but sometimes it is difficult to. Using wrong buttons if the screen is vertical, putting a ladder against the ceiling.

@-Tronyn :
Good idea, from now I'm thinking in func_trains that go my misfits way. Why not make it a giant harmonica that jugs from top to button like a LunaParc? 
MP Level "Paradox" In SIN 
That pulled off the "escher-esque environment" pretty well.

Or is this single player only related? 
Speedy Textures 
I tried my hand at textures a few nights ago:

http://killpixel.com/textest.jpg

From a picture of a rusty baking pan, I cut out horizontal bars and applied bevel/emboss to each one.

The cool part is you just use the eraser to make the worn/distressed bits and the bevel/emboss as automatically applied.

Slap on some grime and blend as you wish, shrink, sharpen, adjust hue/saturation and brightness contrast, index to quake palette and BAM, speedy textures.

This set took about 1.5 hours total.

Now that I know how to make textures I'm going to experiment with less generic designs. 
 
Beautiful! You might want to team up with http://forums.inside3d.com/viewtopic.php?f=17&t=5442 , which looks super promising. 
KillPixel 
Really interesting and nice texture set !

Keep it up ! 
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.