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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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Metl! 
Ban him, now! 
Thanks For Input 
i will take the popular advice and complete the maps in order, Temple 1st, then Oxymoron then Necromodai. 
Starbuck 
Looking forward to it :) 
Yes Starbuck 
go map! 
SB! 
That temple map looks awesome! Not enough temple maps being made, bah to all of you! My 2nd pick would be the cool gothic thing at the bottom, looks awesome! Then oxymoron, it looks nice but the other 2 grabbed me more. 
Starbuck 
bottom one is the bestest, nice textures

oxy - everyone seen it. some even played it
not worth really imho

top one - boring style

madfox, sorry for u
go get some clue 
Slope 
They all look good to me. 
Whoa! 
i had no idea fitzquake could do this. 
Ack... 
I guess I can stop writing such detailed documentation... 
Starbuck 
oxymoron looks very cool to me. 
PH8DM2 Nearly Done... 
Just waiting for testing from some of you in #tf (yes I'm actually caring about that now). Anyway, I've finished the rough layout, which has kinda became semi-rough. There's still some details to add and bits to fix and spice up, but here are some shots:

http://www.phait-accompli.com/q/pre/ 
PH8DM2 
Just a couple of things:

In shots 1 and 3 there are 64x128 surfaces with 128x128 'hexagon' base textures on them that are cut off at the halfway line. Retexture those surfaces with a 64x128 riveted panel, or if you can't find one, use the 64x64 riveted panel instead. There's something similar in shot 4 as well, either side of the ladder aperture. Texture alignment is a good thing.

Ramps are completely different to move over than stairs, and I would imagine are especially annoying when the walkway at the top immediately turns a corner after only 128 units. Make teh stairs kthx.

Other than that, looks very swanky - I especially like the skylight trim. 
Oh Yeah Forgot To Mention 
Kell, firstly thanks for the feedback :D

The 64x128 textures suggestion is a good idea. I was thinking of either editing them and having them have a bevel/shadow along the halfway mark where they cutoff... but was still skeptical of how I was using them halved anyway.

The ramp, which comes down on a few steps ahead and to it's side - I was at first wondering if that whole idea might be annoying too - I'm going to try all stairs like you're suggesting.

One thing you may notice:
http://www.phait-accompli.com/q/pre/walk.jpg

Walkway on left just hangs there and meets w/ the 64x64 riveted texture, doesn't look right of course. That is currently how all walkways are in the rough, but I'm going to add a layer inbetween as you see on the right walkway - just logical and looks better.

I think this layout might have some good potential but I'm still waiting until it's tested. Either way it's gonna top PH8DM1 (pah!). Thanks again for checking! 
Ph8 
Looking promising, the textures need some serious fixing as you know, but it's looking like a good start. Stick with it man. 
:) 
Glad to hear, thanks. 
Xl Posting Screenshots... Is This Right? 
Hey thought I'd show of some shots of a test d3 map I'm playing with. I dunno if anything will come of this, but I'm starting to feel really comfortable with some textures and the editor. General feed back would be appreciated.

http://img189.exs.cx/img189/5594/shot000068ia.jpg
http://img189.exs.cx/img189/2735/shot000070yp.jpg
http://img189.exs.cx/img189/1696/shot000088zh.jpg
http://img189.exs.cx/img189/8590/shot000094vk.jpg
http://img189.exs.cx/img189/4971/shot000100zh.jpg 
Hmm. 
1. Any worthwhile D3 maps will need to break free from the constraints of dark-ish, tech-ish corridors that the game itself did plenty well enough.

2. See 1.

3. Looks like the actual build quality is fine though. 
Looks Alright 
doesn't look very inspiring, but the architecture does the job, quite solid looking map. I agree with Shamblers sentiment about how breaking the boring dark corridor convention would make the map more worthwhile, but it's often a positive experience to follow the norm once, just so you have a solid grounding when you deviate from it.

I say run with this, don't worry about making anything groundbreaking, and then next time start experimenting. Map on! 
On Textures In D3, 
do they need to have bump maps and specularity things and all that stuff, or would a texture in d3 look ok with just the diffuse part provided it was high res enough, say like 256x256 or 128x128? 
Nec 
You can simply choose to have the lights not cast the bumps and specularity textures, but it's not pretty. Much of the textures look like ass (usually) without them. I'd recommend at least 256 if you weren't going to create bumps or specs. 
Errr 
well the textures without bump/spec maps would stand out like the ugliest of sore thumbs! Thats for sure. 
Well... 
say all your textures were like that. 
Necros 
The map would look pretty bad, doom3 lighting doesn't feel so good without the bump and specular. =\ 
Ah, Ok. 
i was affraid of that.
i guess i'll have to wait until some nice non d3 style texture sets come around with their own bump mapping and such. 
Or... 
Just dig deep in the D3 texture set and use your creativity... 
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