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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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Nice 
but if it's as id did it, you need to unalign 50% of your textures ;) 
 
The base maps have terrible alignment issues, the other maps are nowhere near as bad. No idea why that is. 
 
It must be that Romero was going to go back and put in secret doors for every misaligned texture, but he ran out of time. Yup.

Also... QUAAAAAAID: http://3.bp.blogspot.com/-ESYPfqNZfpo/UCppEbTJQfI/AAAAAAAAiZE/beUp2hkMWwc/s640/TOTAL-RECALL-KUATO.jpg 
The Thing That I Noticed... 
in DTWID was that in general the weapons, items, secrets and enemy types and counts were pretty much the same in the relative sense of the original id maps that they are supposed to replace. Done entirely differently of course but there were a lot of similar ideas used in different ways. The same goes for D2TWID. I got the feeling that they were going for the same basic game balance but with entirely different layouts.

Just something to keep in mind as you progress. Good luck. 
Yep 
There will be a progressional feel through maps in the same way here. Most SP maps now are singular experiences with every enemy and weapon appearing. Mine will try and retain that classic feel. 
@Fifth 
Minor nitpick regarding the title, rather than calling it "Quake As Id Did", might be neat to be consistent with the Doom releases and call it "Quake The Way Id Did". Makes these projects feel more like a set with a common goal then.

Nice start so far though, have any plans to tackle other themes? 
Telefragged 
Looks Sweet 
 
Rick And Tronyn 
Rick's Pentagram is kicking ass. Especially the shadow on the floor. Nice touch.

Tronyn, those editor shots look sweet! 
More Rubicon2 
Oh, Comme C'est Beau !! 
Really nice shots indeed :) 
Quakis 
Verily! I'm making them chronologically though. This is essentially map 1. I have a few experiments with other themes but my most complete maps so far have been base maps, I need to break the cycle! 
 
hmmm, i must admit, i'm not a huge fan of rubicon textures. I think it's the lack of colour contrast (everything is that same colour) and those giant blurry bolts around everything like xmas decoration. so it is good to see some other textures mixed in.

ijed your screenies remind me of zerstorer. 
Thanks 
 
 
...aren't you color blind Kona? 
@hrimfaxi 
Looks like the Rubicon Empire is trying to take over the quake universe.
Also, are those barrel textures in screenshot 3 from half life 2? 
Ijed And Hrimfaxi 
both looking good. 
Fifth 
If you like old school stuff, you'll like this:

https://www.quaddicted.com/reviews/descent.html 
Colorblind? 
Most of my family are, but not me. Even my sister is, which is rare.

I like rubicon because of its contrast - the red and green. Which are classically the easiest colours to confuse when colour blind.

Rivets like Christmas lights. Argh.

Ok, need to include more red bits and less rivets. 
 
I kind of agree that the staple textures of the set are all kind of green/rusty/reddish without a huge amount of contrast. (though the red and green do complement each other so be sure to use both.) I think the way to make the set look best is to use enough of the accent colors like the beige concretes and rock walls, the hot red/blue/white light fixtures, blue computer screens, and the liquids/skies. You also need to use enough architectural details, and varied lighting and shadows, to keep things interesting. 
M2c 
Always found Rubicon textures to be very noisy in terms of detail/luminance. Most of the Id base textures are very flat and simple in comparison (incidentally emphasize lighting more). I think toning down the contrast on the single textures but increasing the color contrast over the range of the entire set would make the scenes appear more appealing. So, reduce variance in micro and increase in macro...

On the other hand it does have it's charm. I like the clunkyness and rawness of it, which is somehow unique to Quake. 
 
Also, maybe there should be a steam-age Rubicon set to use with the non-base monsters? Could be a fun design challenge. 
@ijed 
Shots look great... but I think you might want to try some alternatives for the brown brick walls. They seem to give everything a busy look and steal attention from the other geometry. 
Ok 
I've just started adding a bit more variance in the texture set so now is a good time to add distinct areas, ones that don't rely on the bricks as much.

The map needs this; it makes my previous levels look small in comparison. 
Shots: 
#10055 posted by ijed
Hard to tell but looks pretty cool from shots. Maybe a bit boxy in places. Sizeable already which is great.

#10057 posted by mfx
Looks cool, I like the grey tower textures and vertical scale in shot 2. Shot 1 the hazard tex on the grill doesn't look good!

#10062 posted by Rick
Style is very nice as are walls, room a bit empty. Pent is okay but not that interesting.

#10064 posted by FifthElephant
Like it, this is the sort of stuff I do appreciated wandering around a map. I might not notice it when I first go into an area but all that sort of detailing helps.

#10071 posted by RingofQuaddamage
Can't see much but like the swampy atmosphere and torch lighting. Keep it going.

#10088 posted by FifthElephant
Looks very Id and decently done. I would prefer beefing out of designs (doesn't have to be too much) and gameplay compared to Id maps tho.

#10097 posted by ijed
That looks cool, although image quality / pixellation is horrible. Nice variety and designs and nice details.

#10100 posted by Hrimfaxi
Looks good, great detailing in that, especially last shot.

Lots of maps in the works, great stuff, keep it going guys. Have still been loving all the Q1 SP recently. 
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