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| 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. |
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 Um
#1280 posted by nitin on 2004/08/24 02:56:34
that looks really bland, dont what it is exactly but the whole looks isnt too exciting.
 Scampie
#1281 posted by JPL on 2004/08/24 03:20:52
Yeah, screenshots looks good, and sure it's for DooM3 !!! (cause of UAC logo, etc...)
 Well, It's A Start...
#1282 posted by Shambler on 2004/08/24 06:02:21
...but as Nitin says pretty bland at the moment. But hell you know that and you know what to do to make it good, I'm sure =).
Quite like the "pod" wall lights. TBH don't find the bridge adds that much to it, kinda looks intrusive given the rest of the room is high. But if it's a proper bridge then obviously could be a good gameplay feature.
I think with such grey textures, very subtly coloured lighting could be good.
#1283 posted by - on 2004/08/24 09:02:58
Shambler: The bridge is part of the planned layout.
 Fuck Subtlety
#1284 posted by starbuck on 2004/08/24 13:00:38
GIVE ME DISCO
 K
#1285 posted by - on 2004/08/24 15:56:18
http://scampie.spawnpoint.org/d3/discodancin.jpg
The blinking red and blue lights and yellow spotlights with cloud effects are what really make it.
 You're Wrong
#1286 posted by Kell on 2004/08/24 16:55:30
it's where the red and blue lights overlap to produce crimson; now that's class ^_^
 Yet MORE Work-in-progress...
#1287 posted by Jago on 2004/08/25 17:15:23
 I Like The Cut Of Your Jib, Jago.
#1288 posted by Kinn on 2004/08/25 17:26:49
And I like the way you cut gibs even more >:D
 RE: Like The Cut Of Your Jib, Jago.
#1289 posted by Jago on 2004/08/25 17:27:35
Err?
 Jago
#1290 posted by R.P.G. on 2004/08/25 17:35:51
Lighting needs work there. Too bright up top, too dark at the bottom. That architecture could be very interesting depending on how it's lit.
Also, if you knew this, please excuse the obvious.
 Jago
#1291 posted by Kinn on 2004/08/25 17:39:46
Just stating that I appreciate a well-cut jib when I see one, really :)
(btw, nice screens :)
 !
#1292 posted by necros on 2004/08/25 17:49:06
looks good! i actually like the ground being dark... maybe a few lights on the floor here and there could be nice, but for the most part, i'd leave it like that...
 Jago...
#1293 posted by Shambler on 2004/08/25 18:27:25
That's looking good, more interesting than before.
Sorry can't comment much more my retinas are burnt with D3 goodness.
 Cough Cough
#1294 posted by HeadThump on 2004/08/25 18:43:22
evilness, Shambler, evilness!
 Perhaps...
#1295 posted by distrans on 2004/08/25 21:22:19
...an APSP1 killer?
/me runs away quickly.
 Beta - The High Place - Pjw3tourney4
#1296 posted by pjw on 2004/08/26 01:08:52
Hi folks! This is probably my last Q3 map, before I move on completely to Doom 3 engine stuff, but I wanted to get it finished up.
It has two completely different item layouts for Tourney and FFA. FFA has Quad, RG, and an extra YA, while tourney does not. The map is so open that I figured tourney would be completely about the RG if it were included, and thus much less interesting.
This is far from your typical tourney map, and may not be very satisfactory to "purists", but I had a lot of fun on layout on this one, and the RA placement shows that. :) There are various obvious and not-so-obvious movement tricks and possibilities that can be discovered.
Props to Evil_lair for the textures, ydnar and Hipshot for the sky, Rungy for the waterfall, Death2UAll/RKone for the waterfall sound, and Finko for the ceiling light.
Still to do:
-some detailing
-some bot optimization
-improving lighting (which is a little assy atm)
Let me know what you think re: movement/layout and item placement (and please specify if you're talking about FFA or tourney play). Any feedback is welcome.
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw3tourney4_b1.zip
(~2.3 meg)
Screenies:
http://www.planetquake.com/pjw/screenshots/pjw3tourney4ss1.jpg
http://www.planetquake.com/pjw/screenshots/pjw3tourney4ss2.jpg
 A Quick Note . . .
#1297 posted by pjw on 2004/08/26 01:20:14
pjw3dm6 ("Guns") was a tourney map in it's early stages . . . pjw3tourney4, in fact. So if you already have a "pjw3tourney4_b1" in your baseq3, delete the old one; it's senile and starting to become stinky.
 Pjw
i must say very interesting map, not really my style but I can see how some would like it. I played it FFA with some bots, its a fun map and they play it decently.
My only complaint really is the kinda bland texturing in some of the hallways. I assume you want to keep the walls pretty much flat, but maybe some trim or something to make it look a little more interesting. Or maybe some of those hallways with the 90 degree turns, you could do this -- http://shadowdane.shackspace.com/45degree_corners.jpg ?? My brain is falling asleep and couldnt describe it so just decided to map it, LOL.
But other than that, I felt it was good.. a nice change from most of the other maps I've played.
 Bloody Hell
#1299 posted by Shambler on 2004/08/26 03:17:03
I thought either you'd got the URL wrong or my monitor had decided to display some random image off www.architectsdrafts.gr....
Well. Very original obviously. Indeed. I think it looks pretty intriguing, I'd definitely give it a look if I had Q3A. Looks like it would play pretty fun as long as it's not too easy to fall down the chasm. I quite like the style. The one thing I'd do, since it's like some weirdo fucked up temple thing, is try to accentuate that a bit with a bit more "realism" in designs. For example, the ramp thing looks a bit out of place.
Nice one anyway.
 Pjw
This map looks... uhm... interesting to say the least. From the screenshots it looks like you've been on crack while mapping this but I hope playing the map will prove me wrong... it was acid after all, wasn't it?
I don't have Q3 installed at the moment but this screenshots might make me do that. I'll see if I'm able to look at this later today...
 D3 Wip
 Simple...
#1302 posted by Shambler on 2004/08/26 05:05:40
...but effective. Has appropriate D3 feel. Good start.
 Gom Jabbar
#1303 posted by JPL on 2004/08/26 05:48:44
Well, architecture looks good, even if rather "simple".. Texture use is a too much "flat" IMHO... As well, i think that lightning effects can be really improved: it's a little bit dark I think... Anyway, for a first D3 map, it's a good start... Keep it up !!
 Thanks Guys!
#1304 posted by pjw on 2004/08/26 10:42:17
Yeah, the design is a little . . . "different". No drugs involved--more just not really giving a crap about it looking like anything in particular and just mapping for the fun of it and playing with layout.
Shadowdane--good suggestion. Yeah, more detailing needs to be done, but since there's not much vis-blocking, I'm trying to keep things lean.
I did notice while playing more last night that it's pretty quick to go RA --> MH. I'm thinking about removing the MH, from Tourney at least, and maybe altogether . . .
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