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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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Ok 
I'm going to be controversial here and suggest that the lighting is predominantly green because it's an outdoor scene and the colour of the ambient outside lighting is, well, green. 
I Think It Also Depends 
on your monitor. I just checked on my Mac and while it's still green, I see other hues in it. Whereas on my PC's LCD, it seemed like everything was green. 
 
I don't mind the green in the shots, for a few reasons.

1.) It's better than black, which has been overused in Doom3 as of today imo. :D
2.) It's still alien and claustrophobic, so while it sets a completely different vibe it still retains an alien feel.
3.) It's better than some bright neon purple-pink like some faggy Quake 3 levels.

I won't say it's original lighting, but it's good imo. 
Go Frib Go! 
Green schmeen.

Mmmm beef. 
Huh... 
...this is sooooooo obviously a Q4 level I don't know why skrotch is even considering wasting it on D3. 
Hmm. #2360. 
good to see sacred trinity again. i still remember walking around the corner the first time and seeing that front shot aguire posted. =)

possibly one of the best Q1SP maps ever made!

one day...i might just do a review of nehahra, just for the record. would be a lot of work though of course...[just ask shambler]. 
UWF 
Just make sure you use an updated engine when playing Nehahra to get rid of tech problems. 
Would There 
be an interest in me uploading a couple of more Nehahra shots? 
Absolutely 
I need to download the packs for Nehahra again anyhow. 
OK 
Heh 
Yay for pimping Nehahra aguirRe ;D your shots look a tad bright on my machine though.
By the way, your nehahra engine is pretty nice (and I never said this before, but your compilers rock, thanks). 
Thanks 
Yes, I noticed myself that the shots are a bit bright. They are from late 2004 and I think they got the standard gamma correction I usually make on shots. I believe it's better to see everything clearly in shots.

Especially neh2m3 suffers from the brightening and some terrible fog banding, possibly worsened by jpg distortion.

It looks better in-game where you can adjust gamma to your liking. 
I Guess 
it is safe to infer from this

(and I never said this before, but your compilers rock, thanks).

that Bal is mapping again. 
Another Nehahra Shot 
of Invein (by Iain Bruce): http://user.tninet.se/~xir870k/invein2.jpg 
Heh 
looks alien
where to get this level? 
 
ah. I miss those days... 
Von 
Finally found a working FP link to Invein at RetroQuake: http://dynamic.gamespy.com/%7Eretroquake/blog/?p=101

The map was featured on PlanetQuake: http://www.planetquake.com/quake1/features/lotw/sp-01-08-27.shtml

and reviewed at TeamShambler: http://www.planetquake.com/teamshambler/rev010724.html

The last two sites' d/l link doesn't work though. 
I Forgot 
to add that Invein is one of those Q1 maps where you might want to disable idgamma, as the textures are bright and a lot of the patterns get saturated and lost. 
Oh 
thanks, bengt! 
Invein.zip 
I'm Thinking.. 
That this is about the level of detail I should stop at, else I tend to get carried away.

- http://www.phait-accompli.com/q/s4/pre/m2_5.jpg
- http://www.phait-accompli.com/q/s4/pre/m2_6.jpg 
Dunno 
Lighting is thoroughly bland ATM:

- http://www.planetquake.com/kaziganthe/images/kazsp1_1.jpg

(shots are numbered up through 5) 
Kaz 
Looks interesting, although quite confined. Not a bad thing in small amounts though. I really dig the texture set, best industrial one I've seen. 
How Close Are To Completion 
Phait?

Also, what is that weapon removal console command again? I'll put a few shots of what I'm working on. 
R_drawviewmodel 0 
 
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