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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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Yeah, I will make variants, I said that already :) Atm I am doing a less bread and butter texture because I was bored of making bricks, haha. Gonna post it later.

And yeah, editing textures is a good way to start I guess.

I have done tilework for Wayforward, specifically on Aliens: Infestation for the DS, which was very limited in terms of colours and tile usage, good practise. And I have done other tile stuff before where you have to try and hide the grid. But I see where you are coming from.

Ah, found the tutorial stuff. It's under help. Will have a look a bit later. 
 
Just read some of his texture stuff and I actually disagree with some of his do's and don'ts. Specifically saying to not work at scale. I think working at scale gives you more control at the pixel level, because if you scale down shit will go to mush.

Another thing is that he does not seem to like textures like the bricks I done based on scale, saying the bricks are too big. I would disagree there too, especially in a game like Quake where epic/monolithic architecture works really well.

But yeah, the stuff where I agree I already knew. 
Please Ptoing 
when you�re at it, make some gigerish alien stuff too.
Black slime tech mutation..
Please, please. 
Test 2 At Full Scale 
At full scale those texture do look pretty nice. In this picture it looks a bit like a cake but I reckon if you stick to the same colour range it will look good, just flat purple was really nice. (no this isn't a proper map, it's the shell map I made that ended up being my jam 2 map... I use it to test texture themes)

https://www.dropbox.com/s/suhl6p3t3zhkffn/ptotex2.jpg 
I Would Prefer Them To Be Dirtier 
The bricks, that is. They look a bit too clean for Quake IMO. 
 
mfx: Noted :) I quite enjoy doing Gigerish stuff.

Fifth: It does look like cake, yummy layercake.

SleepwalkR: Yeah, they are quite clean, as I said before, these are a base pass before mixing in other colours, doing "moss passes" and what have you. I think I will provide these clean variants in the pack as well though, because that can't hurt. Would be neat to have a map where stuctures get more and more decayed as you go along.

And here is what I been working on today. Also still WIP. And NSFW.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/basrelief.png

And there will be several broken versions, colour variants, splattered with blood (offerings to the goddess) and so on. And probably runes on her sides below the hands and besides the head. Variants are a lot of fun to make once you got a good base to work from. 
 
I think I will provide these clean variants in the pack as well though

PLease, please, do that, as long it isn't extra work for you.

You can always put them in a different .wad or even create a discarded textures .wad to keep the general feeling of each texture set. 
Fifthelephant 
Those so pure textures look suitable to Alice and other videogames in very weird surrealistic worlds, by looking at that screenshot.

Problem with that kind of texture combinations it that they usually require to keep the number of shadows to a minimun or give the map a minlight of 50 or more, because dim lighting makes all colours more similar between them. The good part, or bad depending of how you look at it, is that that issue is more prominent with ID textures, due to their similarities as usually they share at least the third most used colour in each texture. In fact, I tried to do a colorful map in ID textures and ended like that, so had it switched to brown-green textures, as dim lit areas is part of the gameplay of the map. 
Great Stuff 
There's a load of potential with everything you're doing; please keep going :) 
Alright, Getting To Know The Editor A Bit More Now. 
Nice One Hipshot... 
Looks good, I like the texture blend of the rock and grass... would look nice at the top too! 
Still Doing The Q2 Map 
 
That looks pretty decent for 3 textures. :D 
FifthElephant 
Yes it would, I'm just gonna figure out the best way of doing that on those angles, in this engine =) 
Hipshot 
Wow, that looks very nice. I know you've done amazing things for Quake 3 (and some other multiplayer games), but just out of curiosity, is this your first single player map? 
FifthElephant 
Cool, keep at it! Are you the only person in the world making a Q2SP map, or is there an active community of Q2SP mappers? 
Total_newb 
There seems to be a somewhat active community at -
http://leray.proboards.com/

But the Q2 community is nowhere near as active as ours and I am struggling to get answers to my questions fast enough. I expect once TrenchBroom 2 is release we'll see a huge increase in the different maps for different games. 
Aguirre 
should also officially release his q2 engine, it is perfect IMHO. 
I'm Using Quake 2 Pro 
it seems to be doing the trick pretty well... what's so good about Aguirres? 
Nothing To Fiddle With 
it looks like q2 just with WS support and other things similar to what Fitzquake does. 
Total_newbie 
Well, haven't done any mod SP since HL and Q1 really, so it's gonna be a really fun to return to it! 
What HL SP 
did you do? 
"since HL And Q1" 
You've made Q1SP content before? Did you use a different alias? 
Nothing That Matters... 
I did it ages ago, nothing that matters so. 
 
Assuming you did q3 maps hipshot?
This is quite nice http://lvlworld.com/media/id:2126/s:212612893015555064

I like the style, brick and sewery at the bottom, with mixes of wood and pipes and a more realistic setting with buildings. You should convert those textures to q1 and do a full q1sp out of it. 
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