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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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I still think they look dated, kind of in the same way as the original rubicon textures. 
Yep, Better 
But you should realign that panel texture on the left that's below the blocks that are below the lights. It looks like a 128 brush so that texture should align to the floor height.

The map's looking grimy and evil. 
It's Coming 
 
look very nice ;) cant wait to put my hand on it!!! :) dont have any sp to play :( alreaqdy played all Q1 maps :((( 
Looks Okay 
But even the shots with angled brushes seem incredibly flat.

Angle it up! 
Nah, Box It Up! 
go all frank lloyd wright in this bitch 
Spotlights . . . 
Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's.

As it is they look pretty diffuse for what is an otherwise dark corridor.

To save yourself time lighting the more bright areas (like in shot 3) you could also use delay in the same light tool for wider range but faster falloff - produces very nice effects when normal and wide range / ffalloff lights are mixed. 
Dadaa 
Well, yeah I kinda noticed how the map turned out to be very boxy and x-axis but I guess that was a result of some sub-conscious planning. You see, I have been building maps for Duke3D for the past ten years (see my profile) and the editor ("Build") is somewhat limited. For example, you can't create solid objects that float (bridges, for example, unless you construct them using tons of 2d sprites).

ijed:
"Spotlights... Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's. "

Yeah, I actually wanted some kind of spotlights but found out I can't do that with tools that come with WC. I'll take a closer look at various third-party tools when the architecture is finished. 
I Use WC As Well (v1.6a) 
And you can; open the smartedit tab on any light and give it the various fields needed (check the docs for those).

You can also write them into a fgd so that you don't need smaredit - I have a Quoth version I can forward. 
Mikko 
Kinda what ijed said, but if the stuff is not in the fgd (prolly not) you have to disable smartedit.

Use aguirre's build tools and read vis.txt for documentation of the new light utility. It's quite versatile. 
I Agree With Lun. 
Totally digging on the rectangular vibe there, Mikko. Nothing wrong with playing to your strengths, or at least exploring them. 
Mikko 
Build... whoa, I haven't thought about that editor in quite a while. 
 
my textures + ik base. kinda cool! 
Betas... 
The map needs a bit more polishing and I still need to add gameplay. This could take a few days or about a week. After this the map should be ready for testing. So, I need TWO experienced mappers to betatest the map.

Anyone? 
Mikko 
I�m not mapping, but I�ve done some testing in the past.

E-mail is in my profile. 
Mikko 
Sielwolf is the best playtester you can get. 
I'm Not Even Close... 
...to the best playtester you can find, but, I'd love to give it a shot, if you cannot find anyone better.
Obviously, just jokingg... I did some playtesting in the past... Address' in the profile... 
Okay 
Thanks - I'll be contacting you once the map is ready for it.

One more shot: http://i7.photobucket.com/albums/y259/msandt/dapa.jpg 
Mikko 
Try scaling the rivet texture down, and look into the appropriate way to make 45 degree trim (I'm referring to the big things on the edges of that building). Looks nice though, ikbase yaey! 
 
rivet tex looks cool i think, but yes agree with inert 45 degree texture cutoff bothers me.

looks to be a cool map! 
The Thing With Ikbase? 
trim. and a lot of it. :P 
I Think 
the door looks tiny compared to the rest of the scale, but it's kinda cool in a weird way... it's of course hard to judge in a screenshot. 
Inertia 
what IS the correct way to make 45 degree trim, then?

This made me scratch my head. You mean the slotted brown trim is not "wrapping" around the edge, so the rusty texture looks cut off? 
Hey Golden_boy... 
...I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.

The texture on the 45 degree plane at the top of the right hand side support column looks:
1. Out by maybe 2 units in the "horizontal", thus it either needs to be flipped or simply pushed left a couple of units.
2. Out in the "vertical plane", because the base of the panel on the angle does not match up with the top of the panel on the vertical. Textures place on a 45 degree angle, in most editors AFAIK, need to be either stretched or shrunk on one of the axes to make seams line up. 
45 Degree Trim 
Not sure how to explain it, but you should use the same tactic as you would for putting trim on any angled surface. The idea is to have the width of the trim be constant (usually 16 or 32 units) as it wraps around the shape. This is all in an effort to make quake levels look more realistic -- and if not realistic, at least plausible. Someone around here has a curve-making tutorial, which should help you. Not to self-pimp, but it's the first example that came to my mind: in my only released map, I use trim a lot in the way that I am suggesting to you (although usually on a horizontal surface, not a vertical one).

....I have no idea if that made any sense. Good luck! 
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