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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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Hmmm Texture 
most of the map is different shades of greenish
doom textures from czg05 <- lunaran
is there a better greenish cliff texture available?
or should I try and make one?

1 and 2 are in a largeish outside area and are not
the focal point, I will try and make them more "natural" looking.

3 is in a very busy area (as in lotsa other stuff) and is just one side of the area, other stuff is visually more important in that area
imo. (3 also looks alot better in game then in that shot ;)

Thanks for the comments I will be considering
other cliff textures. 
Is nice, I like it, make them more like that.

I also like the rock texture, got a different vibe to it, looks a bit like a quarried pit or something, not too busy and harsh like some rock textures. 
 
bad tex, green-grey in q1 pal is pretty bad
shot #3 is fine 
 
Looking Good. 
Real good. I've realised I rather like Spdbase style.

Good luck with it, looking forward to it. 
Speeds 
What happened to that other speedbz map of yours? The one that was nearly finished and the one you were asking for help with? 
Speeds+Fjoggs 
n1, looks great 
Jim 
3 is good but the compiler will catch fire. I think with a busier/larger rock texture you could get away with vertical rocks - just turn them in and out at steeper angles, and qbsp will like you more. 
Speeds 
those look tight. Hope to see stuff from you soonish. 
Ehh... 
typical d3 base-ery. :S
http://www.planetquake.com/necros/temp/d3shot.jpg

is it decent looking at least? :P 
It Has A Decent Ammount Of Color 
and the floor tiling is quite solid. What do you have in mind as far as developing it, giving it an edge over the yet-another-techbase syndrome? I have a recommendation if you will endulge me. Remember the gardens in System Shock, some nice high rez flora textures can be found on Shaderlab, that could add some color to a base in a similar respect. 
Umm. 
Yeah decent looking but no better really. Basically the same old syndrome of looking pretty boxy and just about obscuring that with dark lighting and detailed textures.

I'd like to see some DESIGNS please. 
Jagpo 
 
Jago 
I am supposd to mail it to u when u get ur stuff sorted out! 
 
(that was me above)

and necros uhh what about trims?
man, it looks rather bleh 
Yeah, 
that's what i thought. :P

thanks guys. :) 
A Speedish Map 
there's some trend to make speed/trickery/jumpable maps for qw, either for just trickery or for a strange kind of dm (I guess).
I made this a couple of nights back.

Mountain circuit beta:
Shots:
http://skynet.campus.luth.se/~chosen/bam/fuhquake007.jpg
http://skynet.campus.luth.se/~chosen/bam/fuhquake001.jpg
Zip with bsp and source:
http://skynet.campus.luth.se/~chosen/bam/circuitb1.zip

I know the clip brushes on the mountain are fucked up. I made it out of tetrahedrons. Maybe I should have used wedges. Or something, dunno. 
 
helo kenya! 
Speedy 
rofl! 
=o 
thanks rpg, for the in-depth analysis ;)

I took most of what you said into consideration (aside from the stair bit, which i'll look into later) when building more / reworking the map, here are some shots of the new area.

http://www.planetquake.com/kaziganthe/industry_4.jpg
http://www.planetquake.com/kaziganthe/industry_5.jpg
http://www.planetquake.com/kaziganthe/industry_6.jpg

p.s. zwiffle: ok. 
Oooh. 
I'm liking the soft lighting. Very fluffy, though not very industry. 
Kaziganthe 
Looks better. Better use of angles, and the floor details are looking good. I like the lighting in industry_4. Keep up the work. 
has some (nostalgic?) style - but the rest - i dunno, i dont like it 
What Do You Think? 
This is from my new map. I know that architecture is not my strenght :(

http://republika.pl/quake_1/hdn3.jpg
http://republika.pl/quake_1/hdn4.jpg

But I had many good fights on it already :) 
Ankh 
Looks unique. I think the lighting would be nicer with a bit more subtlety and variation, though; especially on the floor in the second shot (hdn4.jpg). 
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