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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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Skins 
for the dinosaur: give up and use raptor
for the orbb: looks fine, maybe de-saturate it a little but other than that I dunno. :) 
Try Yourself & Tell Me Again 
for the Orb, download and set in progs
http://members.home.nl/gimli/dog.mdl
for the Dino, don't use others stuff before trying your own...
http://members.home.nl/gimli/enforcer.mdl 
Well . . . 
'for the Dino, don't use others stuff before trying your own...'

You have to admit, you have a lot of Id media in your levels.

If you really want to be a purist abput it. 
As Always 
I was reffering at-
#899-for the dinosaur: give up and use raptor

but at least you gave it an ironic swing
in stead of your answer 
I Assumed Your Raptor 
was a work in progress so I wasn't inclined to a response on its quality. 
Moved The Trash 
then why do you answer?

to blame me using a lot of ID media in my level(s)?!

I wonder who's the purist! 
Hey, 
What's your favorite radio station?

The Prodding Joke was two days ago; time to move on. 
An Opinion I Was Asking 
...not youre assertivity...
although now I don't know about which subject we're talking.
Let's say screenshots...

http://members.home.nl/gimli/Quake08.jpg

and don't miss the func_trains.... 
Alrighty, A Truce Then, 
Not sure if we were in a flame war or not -- I'm confused about it actually, but in case we were, meh apologises.

What are your plans for the astroid or lunar creations? 
Test Map 
A couple of shots from a smallish map I'm making. It's something of test run for me of newer engine features - replacement textures at .5 scale, coloured lighting etc. Shots taken in Fitzquake. Ignore the tree.

http://www.glassman.mistral.co.uk/gmsp4/quake01.jpg
http://www.glassman.mistral.co.uk/gmsp4/quake03.jpg 
Glassman 
that rocks! :) 
Looks Good 
if a bit plain, but that's some of the much better colored lighting I've seen implemented in q1. 
 
can I kill you ? 
Amazing! 
looks absolutely stunning glassman. I've always been a fan of your maps. keep up the good work! 
 
there something in the water around here? everyone has nice looking maps lately. 
Wow 
Really nice screenshots... congratulations !! 
Glassman 
that does, indeed, rock

Nice lighting, very soft and moody. Half-timbering is great. 
Glassman 
Nice, but I think you need to pick either contrasty textures or contrasty lighting - together they're a bit overwhelming. 
Those A Beautiful Glasman 
Poster art quality. 
Thx Guys 
Glad you like them.

Maj, it's late afternoon, low, bright sunshine, dark faintly blue shadows or maybe I boosted the contrast a bit too much in PS.

I'm gratified that nobody seems too phased by the custom engine stuff. I'm not sure if the map will end up being playable in the standard quakes due to the large size of the textures which, anyway, look crappy in the quake palette. I'm aiming at Fitzquake; my only regret is that there isn't a s/w engine that does external textures. 
Well 
i'm phased actually, but i sincerely hope the map will be fitzquake ready when it's done :)

(/me still hates colored lites in quake) 
Vondur 
I put that badly - it will definitely be fine in fitzquake which does support external textures (although not on models or sprites unfortunately), skyboxes & coloured lighting; it's the original glquake & winquake that may not work.

Coloured lighting will be as tasteful as possible :) - I think it looks okay with 24-bit textures and you can always remove the .lit file if offended. 
Good Good 
:D

"...if offended" sounds exatly like i feel every time i see colored lite blasphemy :D 
Glassman 
Just a few questions, what is your level editor ?? I'm currently using QuArK, with something like your features (i.e <quote> replacement textures at .5 scale, coloured lighting, <quote> etc..) and my map seems not to be as good as yours... Or did you make some modifications on your screenshots ??? 
Glassman 
I don't have much of a problem with the lighting (although the first shot could do with a bit more radiosity down low). It's just the high contrast textures in the first shot tend to overwhelm it and reduce the impact. Our lead artist backs me up too ;P. Then again, maybe it looks different in-game. 
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