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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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First Time ... 
I see it like that.

All i have seen till now where like the one from Mediafire Adib linked to, and in worst cases, the page wouldn't even load, depending of the system the page used and hard/soft used to load it. 
 
Yeah, Dropbox usually puts a WOULD YOU LIKE TO SIGNUP popup above files hosted there. Super annoying.

imgur has the drawback that big files get re-encoded and dropped after a while. Just use Quaketastic! 
 
It might be because people don't know how to use DropBox ... If you right click the image in file explorer and use the "Get public link" option or whatever it's called, you get a clean link. I imagine there are ways of sharing via DropBox that do annoying things like what you guys are saying.

The way I do it, it's transparent. 
Dropbox Has The Disadvantage 
That the files are likely to disappear when people clean up their Dropbox though. 
 
Sure, there's that. I treat my public folder as frozen but I know not everyone will do that. 
Grrr.... 
There you are:

http://quaketastic.com/files/screen_shots/cct02.jpg

Someone please delete cct02.jpg from "files" directory? Don't know how to do it. I saw the "screen_shots" dir too late.

DaZ and Warren

Thanks for the comments. Warren is right about the splash. DaZ, I can try either a longer falloff or a weaker bright. That amount of brightness is falling too fast, indeed. But the blue comes from a night sky (yes, another nightie level). Makes more sense now? 
Adib 
really neat, the concrete + metal + flesh theme is unique.

One idea, try making it so the lights below the concrete pillars don't light up the lower part of the pillars, since it looks like that should be in the light's shadow (or at least, receiving less light than the floor does).

Also think the blue might still be a tad too saturated, I get a bit of a theatre/movie lighting feeling from it. 
 
There would be some light reflected off the floor that would illuminate sides of the columns. I would probably stack 2 lights per side, one near the floor and the other slightly higher and dimmer. 
 
Thanks everyone.

About the pillars, I think Warren and Eric are saying the same thing. So I turned the big lamps func_wall and placed a point light entity inside each one, instead of using surface light. Lamp + pillar look better and the metal parts trace a soft shadow on the floor.

So far, this room is all I got. I'll get back to your comments when it's time to tweak.

I'm inspired by The Devil's Advocate and a 2009 movie called Walled In. 
Feedback Needed 
More Stuff That I Am Working On - 
MFX / Sock 
Flames will look bad as mesh IMO...

Why not a particle effect instead?

Otherwise, it's cool - I like flying melee enemies a lot :) 
Mfx 
Loved the Lost Soul. I think it's finished the way it is plus flame particles (agree with ijed). 
Fifth 
Looks like a metal map using some base textures. Metal is my favorite Q1 theme. The level looks all atmospheric already, and it's looking great. Wanna play it.

I know that while you're posting you should be mapping, but I'd love to hear more about people's creation process. 
Fifth 
Looking awesome.

I made a crappy speedbase version of muh_bad a while ago, uploading in case it's useful: http://quaketastic.com/files/texture_wads/speedbzmuhbad.wad 
Rad As Fuck Fifth 
 
Adib 
my creation process usually involves a huge amount of procrastination. The problem is that my PC is my primary form of entertainment so it's easy to get distracted away to youtube or steam.
One of the biggest things I find about mapping is that you need to actually lay brushes down in order for something to get made. Mapping in front of an audience, like on twitch, kind of forces you into a frame of mind of "well I need to be doing *something*" so you just throw brushes down in the hope that something decent will come of it.

First thing I do is pick a theme and make some prefab areas, usually a test map, play with lighting a little bit and some specific shapes (long curved rooms, stair way ideas, door-ways and windows etc), think of it like creating a kind of "palette" in which you're going to paint your map. It also helps to keep the theme consistent.

For the main map I usually start out by making some shapes on a 64x64 grid just to get the ball rolling. Even if it's just the main atrium or a couple of rooms. I then see about how traversing the environment might be fun, so I make some raised platforms and stuff and think about how the encounters might play out. When it comes to detailing I have made my test map with prefabs already, so I see how they fit into the gameplay area I have made, sometimes it involves shuffling things about and making areas bigger or smaller.

The last part, but the most important, is to ensure you put at least 1 spawn in the map. Preferably in a small room that is hard to escape from if you find yourself in there. 
Spawn 
You mean a tarbaby? I thought you all hated this monster.

Anyway, I used to blockout the level completely and then start to make prefabs. For jam 6 that cost me about the time I took polishing the map after deadline.

So, now I'm starting with an overall concept and making prefabs. I got stuck because I don't know where to go after that room I showed above. I decided to just think and prefab other spots to connect them later.

But you're right: maybe I should prefab and map separately. Let's see how it goes. 
Fifth 
that looks spectacular. The first shot reminds me of UnrealED type architecture. 
Nitin 
One of my earliest forays into level design was for unreal... 
Lost Soul 
@mfx- model looks great, I like the way it has it roundings and carves it mouth. Maybe make it more vampire with hooked teeth.

I made one for the quake/doom mod Hangar, but mine is more smaller and I used a torch for flames. 
Question Re: Modelling 
All kinds of new methods have been invented since I last played with qme (and did so amateurishly even then) but I'm wondering how easy it would be to convert models from other Quake-engine games (q2 engine, or even q3 engine), PURELY models for decorative items - no animations.

I find lack of decorative objects in Quake, very limiting. In Drake there's trees at least and the hexen 2 statue, so that helps. 
Well 
if you have a model that fits in qmle it is easy to export one frame out of it to a 3DS or DXF file.
Opening a new model from scratch and import the same frame back in Qmle you can save it as a mdl.
From there it can be used as a static entity that can be used in game as eyecandy.
As long the model excist on the extention 3ds or dxf and is under the 1000 verts / 2000 triangles it will do.

Just give it a qc code like:

$frame 0

void() squad_stand1 =[ 0, squad_stand2 ] {};
void() squad_stand2 =[ 1, squad_stand1 ] {};


void() model_squad =
{
precache_model ("progs/squad.mdl");

self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/squad.mdl");

setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.think = squad_stand1;
self.nextthink = time + 0.1;
};


Of course you need to compile it in a new progs. dat. 
Tronyn 
preach has a md3 to mdl converter so depending on what you need, it could be trivial to convert them! 
Thanks For Feedback All Ya! 
The model is done by Sock in the end. We just collect thoughts together... 
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