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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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Speedy 
Fair enough.

If you can pass it on to someone (not Aguire ^_~), that would be cool. 
Speedy 
Depending on the schedule in which you want the map to be finished, I would be interested in doing the final detailing and polishing. My email address is in my profile. 
 
If you can pass it on to someone (not Aguire ^_~), that would be cool.

lmao 
Speedy 
Put a link up for it and let a bunch of people work on it - it would be cool to see what could come out of that. 
 
no 
Lol 
I don't know why you're so opposed to the idea
if you don't plan to finish the maps anyway
something great might come out it
ie; Mike Woodham made two maps based on my unfinished stuff; aguirRe finished the Night Journey; none of that would have happened if I hadn't released my unfinished stuff 
Crappy Map Release... 
I can easily understand mappers that don't want to "deliver" their most crappy maps: it's a question of prestige..

... though... ;) 
Tronyn 
Mike Woodham mailed me some 3 yrs ago and I gave him map file(s?).. dont remember already
Any one could do it, as I already told

releasing unfinished scraps to the public is not much use and I dont want to do it
for me its like giving out half-baked cookies :)

if you want to mess with sources - go see czg maps. they are great and truly deserve to be made playable (have any one made something of those in 3 years?)

there are (were?) damauls maps too 
Mmmm 
I love half-baked cookies. Sometimes I eat cookie dough raw. 
A Little Bit Of Stuff 
Anyone in #tf recently will have heard me asking for feedback on these.

http://www.doom3world.org/phpbb2/viewtopic.php?t=12643 
D3 
is there more of that outdoor stuff like in the first shot? or is that pretty much it?

beyond that, it looks nice, with of course the prerequisite dark d3 lighting (considered that lightmap baking method?)

is that for normal d3 or the RoE expansion? cause i don't have the expansion :( 
Right Now That's It 
Right now that's it for outdoors, however that was my first try at modelling terrain and importing it into d3 so I expect to be making more.

No lightmap baking, looking at the time it would take to do, the payoff doesn't seem worth it. Also then you run into bugs with dynamic lights.

Straight vanilla d3 all the way, don't have the RoE expansion either. 
Tron 
Almost everything seems to be "axial" wich makes it look a bit boring otherwise it looks like good build quality. It would also be nice if you could push it a bit from the typical doom 3 look but that's of course more of a personal wish... 
Speedy... 
...ya, I'm using a couple of CZG scraps in one of the Travail levels. 
Czg Scraps 
has anyone picked up where terra left? I think there are about 20%-ready terra7 and 8 maps on czg's site. I really loved the series, decent size and inspired maps! 
Kaziganthe 
Nice screenies, but the architecture is a little bit too flat IMHO... Add crates !! 
It Could Be Good, 
but it's so dark, i can't see a thing...

that's not doom3 is it? o.0 
I Didn't Wanna Say Anything 
Looks bland to me. Nothing spectacular. Not saying it can't look good, but needs some lovin. 
Kaziganthe 
I'm a sucker for grey/brown industrial textures, so you've got me there. The wall details in shots 1 and 3 are pretty cool, but I also have to agree with what other people are saying--there needs to be some additional stuff, and the stuff that's there needs to be a little more coherent. Try changing some of the right-angled wall corners into 45 degree walls. I think the stairs could be good in the right circumstances, but I don't think they fit well with the other architecture you have--the stairs and thin and frail, whereas the other architecture is wide and bulky. Try making some of the architecture more consistant--i.e. adding more small- and medium-sized details and making some of the larger shapes and details smaller (such as rounding off corners, splitting one large wall into two walls different walls that stick out at different heights).

Good job though, man. Show us version 2 after you make some changes. 
Cliff Complexity 
What levels of cliff complexity are acceptable these days?
are the cliffs in image 1 acceptably complex?
or should I make the whole cliff surface like image 3?
1
http://img73.imageshack.us/my.php?image=fitz00007of.jpg
2
http://img412.imageshack.us/my.php?image=fitz00014jn.jpg
3
http://img412.imageshack.us/my.php?image=fitz00029md.jpg 
Jimbo 
Shots #1 and #2 look way too bland. #3 looks OK, but could still use slightly more complexity. 
Complex Analysis 
Do the most complex you can afford to do while keeping the r_speeds reasonable. I know that's not a proper answer as you'll just ask what reasonable r_speeds are, but the point is that it depends on the rest of the map around those cliffs. If you look at the cliffs in Masque of the Red Death in the big open outside section, they're more in the style of #1, because it's a big open area with a huge castle through the middle of it. On the other hand, if those cliffs are the focal point of this area and you've got enough vis blocking so they don't slow down the other set pieces, then go ahead and do #3. 
What Jago Said 
 
Jimbo 
I'd also point out that the rock texture you've used is a bit pants. It is very flat, repeats rather obviously and is a nasty shade of mint green. I dunno, maybe you chose it just to make the brushwork clearer in those shots, but it doesn't help make the cliffs complex/interesting. 
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