|
Posted by metlslime on 2002/12/23 18:27:46 |
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.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
|
 |
 That Second Shot...
#10734 posted by Breezeep_ on 2014/03/23 22:51:11
I like how you added transparency there.
 2nd Shot
#10735 posted by Cocerello on 2014/03/24 17:36:18
The brushwork and lighting is good, good work!, but ... the textures are a bit too different in there, the ones on the right look plain compared to the ones on the left that look colorful in comparison. It is like looking at two different maps.
And are you using blue fog? it goes well with the brushes at the bottom, but doesn't look so well for the sky. Maybe it is that i never got the fog right in Quake 1 ...
- First shot looks very promising.l Maybe some detail in the wall around the door, make one of the panels go 8 units out of it.
Where is the transparency? I can't find it, RoQ. I got interested.
- About Tronyn colorful screenshot, i agree with Quaketree there, could look good on an otherwordly theme or for a for the fun map. But above everythihg, keep trying, maybe you'll get something unexpectedly good.
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
#10736 posted by ericw on 2014/03/25 22:47:48
thanks for the feedback. The textures in the second shot do clash, it's sort of two bases in one map (an idbase-textured base, and a rusty ogro and speedbase textured base). I'll try to do something to fix the part on the right where the rusty wall panels are touching the idbase chunk.
There is a faint blue fog, yeah. "0.015 0.01 0.02 0.04" maybe it's too blue?
The bars of the ogre cage are a doom sprite displayed with a (quoth) mapobject_custom. I love sprites! Only problem is they render as fullbright, so you have to have a bright light on them to hide the fact. you can see the grill sprites by the slipgate in the first shot stick out because the brushwork isn't lit enough.
ijed, yeah a crate maze could be good, I'll try it out.
#10737 posted by Spiney on 2014/03/26 00:07:58
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
Thank god we still have Madfox 8-)
 Madfox's Brushwork ...
#10738 posted by Cocerello on 2014/03/28 20:53:52
... isn't experimental, his layout is. His brushwork, more than classic, should be classsified as idish in style.
Recent examples of experimental maps, i would say, Nyarlahotep, ITS, Ascending as descending, sm170, sm172, etc.
#10739 posted by Cocerello on 2014/03/28 21:19:21
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
I haven't goten any good lighting into these after hours of tries. I want it so the monsters are lighted when they go near the torches but are mostly in the dark the rest of the time, but i don't want to lower the torches even more. I suppose the answer is doubling the number of lights, but ...
http://www.quaketastic.com/files/screen_shots/q73v03_400_3.jpg
http://www.quaketastic.com/files/screen_shots/qep73v03c_400_2.1.jpg
Any ideas for this ceiling? Nothing i tried convinced me. The lighting will change in the future.
http://www.quaketastic.com/files/screen_shots/qep73b03.jpg
#10740 posted by necros on 2014/03/28 23:33:33
if you can't figure out what to put on a ceiling, just cloak it in darkness! :D
for the first shot, there isn't much you can do to make better lighting there because the brushwork doesn't really allow for anything. if you had rougher stones and things jutting out that could cast shadows, that would certainly help.
for the second and third shots, try putting the light down by the base of the pillars instead of high up and put them in the little corner where there's the inset arch so it casts shadows.
 Chugging Along...
#10741 posted by Breezeep_ on 2014/03/29 03:09:26
#10742 posted by necros on 2014/03/29 04:04:02
looks like it's coming along quite well. one thing i really like about doom mapping is just how fast moving the whole process is.
just be careful with doing the lighting effects because if you need to change the area later, it can be really annoying having to deal with all those sectors.
#10743 posted by Drew on 2014/03/29 19:08:38
looks good.
I really should try doom mapping some time
#10744 posted by necros on 2014/03/29 20:17:07
it's fun and easy to get into!
doom builder: http://www.doombuilder.com/
slade (in beta): http://slade.mancubus.net/
Love Doom, don't really play too many custom maps though.
 Personaly,
#10746 posted by Breezeep_ on 2014/03/29 21:39:12
I recomend GZDoom Builder.
 My First Quake Map
#10747 posted by brown96 on 2014/03/31 18:25:57
 I Dig It.
#10748 posted by czg on 2014/03/31 18:46:18
 I Also Dig It
#10749 posted by RickyT33 on 2014/03/31 19:06:51
 I Definitely Burrow This
#10750 posted by necros on 2014/03/31 19:17:57
#10751 posted by Joel B on 2014/03/31 19:42:02
I'm excavating so hard right now!
#10752 posted by Joel B on 2014/03/31 19:49:21
Seriously though that's a potentially interesting bit of topology for moving/fighting around, and I've always liked the mossy-block Quake texture set as being one of the "most Quake-ish". Keep fiddling with the lighting.
 Decent Stuff!
 Huh
#10754 posted by ijed on 2014/03/31 20:05:33
The full version of that texture set has a lot more textures, but for some reason I don't have it in a cloud service anywhere.
I'll check on my local drives tonight for it.
 @purple
#10755 posted by Breezeep_ on 2014/03/31 21:20:10
Those textures look really nice!
 Full Green Tex Set Plx
Nice work on your first map there Brown96, keep it up!
 Please Do, Ijed
#10757 posted by Cocerello on 2014/03/31 21:45:26
* Brown96, that looks good. Work on the lighting and, that angled brush at the left, looks unscaled to me, but maybe it is the perspective. That many health packs make me think that it is for a big fight, so i got wondering which kind of fight culd be pulled there.
* Faethon, Mechtech, i have some demos for you. When i get some time i'll send you them with some comments with.
 My First Quake Map
#10758 posted by brown96 on 2014/03/31 23:01:19
the healthpacks are modified with QuakeC. with another spawnflag, they give only 2 hp. there is a total of 48 hp and 100 armor to be had in this room, and you will encounter a total of 2 wizards, a hellknight, and 4 knights. given that the nailgun is found in this room with 75 nails, it feels "about right" for my skill level.
http://i.imgur.com/1SMAxNL.jpg
i still haven't messed with the lighting in the previous area yet. i intend to do so over the course of the next day or so. thanks for the feedback.
|
 |
You must be logged in to post in this thread.
|
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.
|
|