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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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Hehe 
Good question =)

I think I'll leave it as is. 
Daz 
msn :P 
... 
Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :)

Good idea. :D 
How About 
"SHUT UP RPG, FFS"

I mean, all sequels need a subtitle these days :P 
 
crdm3 lookin' good; textures are a little confused, but the brushwork owns me any day of the week.

Incidentally, you misspelled incidentally 
Sequel To Shut Up RPG! 
As a co-author of SM32, I forbid you all to make a sequel to it without either the consent of Andrew "than" Palmer, or his authorship.

...But "Shut Up RPG FFS!" would indeed be the prefered title. 
Hmmm 
well, its either that or "FFS, BAL > GO MAP!"

I'll have to have a look at the textures, I take it you talking about the grey panelled wall texture that is used quite a bit? The texture with all the grit and pr00t on it? 
Screenshots Updated 
Hello,
After a restart from scratch of my first map (not yet released... I'm so sorry....) I've updated screenshots on my Quake page located at http://lambert.jeanphilippe.free.fr/ ...
So, what's your impressions ???
Enjoy (I hope...) 
Symmetry Is For Tools 
 
Dismissive Comments Are For Fuckwits 
 
JP 
For a first map its not looking to bad at all.

In the first screenshot you are using the same texture on the floor & ceiling, this can look wrong in most cases, I would suggest putting a different texture on the ceiling.

I like the lighting overall, but you do have a few dark boring places in some of the screenshots, try adding some light sources/spotlights or something to liven it up a little.

Keep on mapping! :) 
DaZ 
Thanks for encouraging me and give me some advices... There are not yet monsters, and I would like dark places you mentioned to add monsters (in the future...)
About lighting, a great thanks to aguirRe who helps me a lot for this stuff...
Bye.. 
Symmetry Is The Basis Of Design Harmony 
 
ASYCHRONY & DYSHARMONY 
 
Yeah That Was Overly Harsh 
Patterns are important but that much symmetry makes for a bad map. 
Further Explanation 
I think I was hungover when I said it. 
Now 
Where's H-Hour's article on counterpoints again? 
Right Here: 
OHNOS GREEN ORANG PURPLE IN SAME MAP!! 
^^^ 
oh yeah the map is a medium-large DM map for 6-12 people with assymetrical ctf support. 
Shortfuse 
I may release a beta soon myself, so I'd like to earn some good karma here. :D

Overall I liked the map. Very sprawling, kinda hard to get a sense of the layout. I don't see any way to get to the penned off area on top of the building or the rooms just below that without a rocket jump. I don't much care for that myself, but that's a personal choice.

http://www.cursesandepithets.com/quake3/shortfuse/shot0000.jpg
Room with the lg. If you look to the right at the red beam of light there's some z-fighting, which of course never shows up well in a screenshot. That's the only instance I found, and that sort of thing tends to catch my eye.

http://www.cursesandepithets.com/quake3/shortfuse/shot0001.jpg
You have all this great rock formation throughout the map, and then you have this lame platform here. It wouldn't be so noticable if it didn't stand in such a contrast. Make the rest of your map suck more, make this area look more rocky, or better yet choose a metal texture.

http://www.cursesandepithets.com/quake3/shortfuse/shot0002.jpg
You have this dead-end in a cave with only two itty-bitty pickups to make it worth your while. More over they're kinda hard to get to. If I was playing I'd be pissed off I'd bothered to go this way. I always like crystals though. Great shader on your's.

http://www.cursesandepithets.com/quake3/shortfuse/shot0003.jpg
I like that a lot.

http://www.cursesandepithets.com/quake3/shortfuse/shot0005.jpg
http://www.cursesandepithets.com/quake3/shortfuse/shot0004.jpg
I was able to rocket jump into this crevice and had trouble getting out. It looked like there should be something of interest over there.

http://www.cursesandepithets.com/quake3/shortfuse/shot0006.jpg
Come on, that's just lazy.

I also thought the quad was overly hard to get to. My personal feeling is that the best players have enough of an advantage in a map without intentionally trying to tilt the map in their favour.

Great work over all. 
Wow 
thx a ton for the detailed feedback pushplay.

the deadend cave, my intention was having greedy players go into the deadend for extra health and armor, get caught and obliterated. maybe ill up the reward for that risk.

the quad trap thing is me adhering to the guidelines for hte burial-grounds mapping competition, i agree with you, but im trying to win an ipod mini :)

you caught me with reference to that lazy corridor and rock platform, sometimes you skip ahead to finish off the remainders. ill try to make the detailing more consistent in those spots. i still have a 2nd round of crate distribution and other details in mind to fill those voids.

by any chance did you observe a seam where the skybox meets? or is that just an artifact on my vid card? 
NP 
I said I'd enter the burial grounds contest and I have a map almost done, but it's not the sort of thing they're looking for. Oh well. I think they want something that's specifically a trap, and not just a tricky maneuver.

The thick black outline on the skybox is actually correct, ironically. The geforce opengl driver is supposed to clamp some value but doesn't which makes the skybox look as intended. The ati drivers get something right for once, which unfortunately causes the box. It would be nice if q3 was patched to fix it or the ati drivers autodetected q3 and compensated. 
Jpl 
That's looking much better than before !! Better screenshots to ;)
That same texture for floor and ceiling in shot 1 does look a bit funny, as Daz said.
Keep at it. 
PushPlay, 
'Come on, that's just lazy. '

Do you mean it looks a bit auto-brushed?

http://www.cursesandepithets.com/q...

I agree with you there. That is some very convincing brushwork in that picture. 
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