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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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To make these tiles I used some of the nice screenshots found on my hdd. Some were taken myself, but most obtained from inet. Thats why I dont know some of the maps names and authors and might be wrong about some others.
From left to right (for 1280 version, 800 has different order), q3 where not stated otherwise.

row 1) Snaga` beta (q); Dubbilan` geocompo2 map - pq/dubbilan; Nunuk` 'Sparth', Killazontherun` unreleased; Quint` 'WLS' - pq/quint; Galassman` sp1 (q1); Dietz alpha; Ulukai` 'Defiant' (UT)

2)Maric` unreleased? (q2); Speedy` 100br (q); Goldabar` DM-ORM-JadedBeauty (UT); Necros` 'Once Upon Atrocity' (q1); Metslime` 'Concrete Dreams' (q2); Yogi` 'DEADline' yog3md4; Nunuk` map for some q3 mod; Laerth` lae3dm1;

3) some geocompo2 map; Haste` geocompo2 entry; EvilLair` 'EvilSpace'; nanoSpawn` 'Frozen Abyss' - www.4quakers.com/nanospawn; Elek` cathed3 q1 show-off map; Nathillien Thilsa` DM-Summit (UT); Jaj` 'Quimera' - pq/jaj; some q3 beta;

4) Electro/killaz` 'Abandoned Post'; Friction` (or maybe his bro) ureleased q3; just a hand (q2); Ydnar` show-off shot (q3 engine); some q3 map; Auhsan` 'BackStab' - pq/auhsan; some1`s 'Radiator' q3 show-off; Laerth lae3dm2 - pq/cc;

5) Bal` unreleased; Equim` TM?; Laerth` Urban Terror q3 mod map; some MOH beta; Andrew "Thanatopsis" Palmer` KT-imPAKt map (q2); Mr.LyCon` Trajectory geocompo2 map; Nightwatch HL mod www.hl-nightwatch.com; Vondur` Nehahra map;

6) -cha0s-`lichtw�rts - www.chaosquake.de;jtm q1 by Various; Zippie` 'once upon a brush' geocompo2 map; some UT (Ulukai?); some geocompo2 map; Speedy` PROX mod map; BlackPope alpha (q1); Sock` 'safe';

7)'Chartress' show-off; Nightwatch; Sock` CTF; Speedy` unreleased (q); Elek` Soulstice for Nehahra; some1 'HomeWorld' (q3); Snaga` geotrupes dm1 (q1); Cardigan` Extatica(q3);

8)Nunuk` unreleased; Q-Fraggel 'Swiss Cheese Trickster' - www.q-fraggel.de; Speedy` unreleased geocompo (q1); Charon` charon3dm12 - interactivedeath.net; Nunuk` Kleskonian Curves, Dubbilan` UT2 map; map from 1on1 ORM MAPPACK 'Jakatta'(?) (UT) - www.heisher.net/orm; some RTcWolf beta


Consider this picture a tribute to the art of mapdesign. Greetings to everyone involved into it. 
And Ofcourse The Site U Should Visit 
http://www.planetquake.com/nunuk/

Geocompo1 and 2 maps and all the Nunks maps 
Clarification 
Speedy listed row 4, column 3 as "just a hand (q2)." I wanted to add that it was a screenshot from Gunman TC, from when the TC was still being developed in Q2. 
What Metlslime Said 
You can see the "hand" picture plus some other cool brush models in this article, which was written by one of the Gunman guys:

http://www.gamedesign.net/?file=rust/content/quake2/tutorials/abrush 
 
right rpg, I got it at that site, just forgot 
More Textures! :P 
how are these? all by hand, i have PS trial so i can't use those lame ass eye candy effects anyway.. i prefer the skillful manual method

http://pherrous.phaitaccompli.com/tex/ 
I like the top part of tex1a - nice and gritty - but the bottom doesn't seem to fit. It seems sort of... vinyl?? no... some other word... velo? Is that what I'm thinking of... Anyway, it looks more plastic then gritty. But still a nice texture. 
Non-empty Title 
I like the picture of the girl with the black bar over the eyes, interesting idea. 
Theres Also A Light Texture.... 
tex 3... i got a bunch more to do before i use em in a map.. the girl is my friend leah 
tex 1 has whacked lighting. highlights like that just look silly when tiled. try for less contrast, like tex 2 (which is quite nice). light texture is way too bland for its size, unless you're going for a decidedly minimalist look. 
Phait: 
tex1a.jpg really needs a high pass filter. I don't know what the big dark and light areas are supposed to be, but they don't look like lighting (you shouldn't put that kind of lighting on textures anyway -- that's the lightmap's job) and they don't look like stains either. 
Phait 
I think some textures like the bricks would look better if you used less black in them. 
... 
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.

It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)

in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice. 
Thanks 
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them. 
Sometimes 
It's easy to say that you don't like a texture but hard to say exactly why like theee people have. 
WOW 
I havent got even a tenth of comments phait get on the textures ;/
(gonna release a set soon btw /pimp) 
Some More.. And A Question 
http://pherrous.phaitaccompli.com/tex/a/

got floor, ceiling, padded room *grin* doors etc to do..

these aren't made seamless yet but will be, thought i'd give you all a glimpse so far

the high pass filter.. how exactly should i use this (i know where it is/what to do, but *how*..)? can anyone elaborate on why i should use it? thanks 
Texture Help 
theres a .zip of the wad here http://pherrous.phaitaccompli.com/tex/a/

problem is - theres some fullbright pixels showing. now, i know how to remedy this, and i did before hand via photosho's index color conversion to quake's no fullbright palette...

problem here is, i don't yet have the full version of PS - i have trial. thus i cant directly save the texture and have to print screen. from there i paste into ms paint and save. seeing how paint's default is 24bit BMP, i can see how this can mess w/ the original colors. i *could* choose 256 colors when i save, but that fucks it way up when loaded into the texture editor within quake 1's palette :| 
Kinda Fixed It, But.. 
ok i got the fullbrights gone mostly but in the blood spatter theres some red pixels that are brighter than what they should be.. i'm using wally btw and fixed the yellow random fullbright pixels by darkening the image.. what should i do about the too-bright reds? 
Nevermind! 
THANK GOD FOR TEX MEX! *SMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOCH* 
IRC West.gamesnet.net #terrafusion 
thats a place to go when you want to chat Phait 
Perfection 
Metl 
sheer excellence 
Hahaha 
Your words have much meaning 
Is That A Quote, Metl? 
interesting... um... concept. ;) 
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