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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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Wow 
that really IS too bad!
Love the outdoor area, reminds me of Necros' doom-style Quake map.
What about that villagey Quake map you posted shots of a while ago? If you're not making anything especially for the Honey map jam (I'm not, I'd love to take part but I'm not, as any mapping I do at this point must be dedicated to finishing old stuff, not starting new stuff), then you should just box that up, fill it with zombies and rottweilers, and submit that (after all Honey did start with a village).

now I'm going to go map. 
Yeah, Great Scott 
Who's Scott anyway? 
Musta Been A Beercup Icon 
 
Scott 
He was a great man...

@RingofQuaddamage - Looking good! The second image of your last post is sweet. I'm a sucker for blue floors and tan walls with a bit of tech.

@negke - Well, you've made good progress, you should just hold out and do a megawad :P

With maps that big it would be, what, 64ish hours of playtime? I'm ready. 
 
Mother of god! 
It's Like A Party In My Eyes! 
 
Beam Me Up, Neg!ke 
Shame the releporter beam got stuck. 
Those Shots Look Good Negke 
I always liked mapping for Doom. I had a couple of maps that I was going to release once, but I ended up contributing them to a total conversion/megawad project.

I had to make a lot of changes so that they would fit in with the megawad thing, but I've always wanted to take the time to rework them back to how they were originally and release them as stand alone maps. 
 
sexiests floor plan I have ever seen 
Negke 
did you ever make any progress with that map i sent you? if not, i was thinking i should just release it as is. 
 
I'm afraid I didn't make much progress. I suppose it could be released in its current form and would be accepted by the Doom community - there many newly released maps that are more plain. However, I'd like to give it another shot - just a few touch-ups in some of the bigger rooms might do wonders. It's not like we're pressed for a release date. 
 
sure, np. i was only going to push it out if you had given up on it. 
Don't Give Up On It! 
I would like to play a Necros/negke collab very much. I mean holy shit. 
 
not so much a collab, and more a 'i gave up and negke was pissed because he playtested so much' :P :P 
Dat Floorplan 
o_o 
Since You Guys Are Talking About Doom Now... 
you can play MAYHEM 2048. I made a map for the wad and you can find it on the list of maps in the op. http://www.doomworld.com/vb/wads-mods/68303-mayhem2048-it-is-ready-idgames-pending/ 
Looks Like Someone's Guts 
 
Necros + Neg!ke Collab 
you guys could call yourselves negros! 
ROQQ 
Some textures are missing when I load up your map in zdoom?

http://imgur.com/g1NCuN0 
Fifth 
Grab RC4 of Mayhem 2048: http://www.speedyshare.com/aYEEb/MAYhem2048.wad

my map (emerald gardens) is map 14. 
WIP Wad Update 
Map 01 is about done!
http://i.imgur.com/JboYARn.jpg 
KP14: Quake Megatextured 
Here is what Quake looks like megatextured. It's uniquely textured (well, 95%) but it's not one physical texture, rather, nineteen of them (not including the door texture and accompanying shader). Shader? Oh yeah, this isn't BSP29 either, it's FBSP (q3map2/qfusion). "Megatexturing" for vanilla quake is pretty laborious, which caused me to abandon my first megatexturing project. However, I did get some useful graybox textures out of the deal.

The most notable benefits of switching map formats are:
1. No palette!
2. No WAD repacking and map recompile to update them in-game.
3. Textures must only be divisible by 2 rather than 16.

The room took me about three solid evenings to make, quite a bit of that time was spent fiddling around and getting the hang of things. One who is experienced could do a better job in less time. I say this because it pertains to my initial question: is megatexturing Quake, or a derivative, viable? Based upon my findings, my answer is ABSOLUTLEY.

Of course, certain variables alter it's 'viability'. For instance, opting for textures with a greater pixel density than Quake will result in much more texture data. My test, KP14, has exactly 3mb of textures. If I were to make a map 100x larger and megatexture it, it would only use approximately 300mb in textures, which is nothing.

This is the workflow and benefits of texturing this way that I imagine:

Concept art is the anchor, the unifying element that both the level designer and level artist will use. This is key. The level designer lays out a map focusing almost exclusively on gameplay, the level designer does not texture the map, he only grayboxes it. The map is continually refined until it plays great, I mean beautifully, as this is the designers main focus. Now that we have a great playing map, the artist goes in and draws all over it, focusing only on making it look great. The end result is a map that looks AND plays great.

I feel that by narrowing the focus on these two elements, the end result is of much higher quality. Both the level designer and artist have a much higher level of freedom than they would if using traditional texture sets.

There are other details, but this is the gist. It sounds good on paper, at least.

Anyway, here are some pics of KP14 being assembled.

bam and boom 
 
That is a shitload of commendable effort! I like the direction you went, it reminds me of both Rage and Warsow at once, somehow.

To be honest, though... I think I'm siding with sock and Lunaran on the matter, in that while the difference between regular textures and unique textures is obvious on paper, the average player won't really notice it in game. And especially not in the heat of Quake combat.

No palette!

But you can already have that with normal BSP and external textures. 
If I Had One Complaint About Your Art Though 
Is that you seem to give everything a fairly thick outline. Which is okay on its own but you'll notice Quake hardly ever does that.

Place a couple Enforcers and ammo crates inside that corridor and they will stick out considerably (and not in a good way). 
Clearification & Context 
@onetruepurple

Sadly, I went down the wrong road in the art direction (I was going by the seat of my pants anyway), as this effect could be pretty easily achieved with tiling textures.

When I say "Megatexturing Quake" I really mean megatexturing a game that is a Quake derivative. In other words, a unique IP built on the tech.

Agree, if you're looking to simply map for Quake, this method is overkill and the result is very un-Quake. However, it's doable if that tickles your fancy.

"the average player won't really notice it in game. And especially not in the heat of Quake combat"

The reason many games suck today is because the are made for the average player. They're not my target :) 
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