News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
Av� Ceazar 
Thanks for you're answer!

@nintin - crunching my first terrainmap. It was a big chunk of Quakers outmeal, before I had the hom undom.

@necros - I would like to make them deeper in the horizon to enhance the feeling of depht.
But this map is so large I can't do anything more or I hit warnings.
32719 clipnodes.

@rj - strange, I added mdl-rocks to break up the uniform structure. Someone else complainted about the severence of uniform appearance.

@generic - I'm playing my wits to get it done! 
Looks Great 
Are those hand rails .mdl? Personally I'd remove the blue dots and just leave them black all over - the blue dot looks stretched.

The rocky areas could do with some green stuff - especially in the last shot there's green in the skybox whilst the terrain the player will be exploring is uniform brown. .mdl trees, moss, plants or bushes? Doesn't need to be much, would just be a nice tonal offset. 
Go Ahead 
and play it, see for yourself in the newspost.
My greatest concern was to get the texture of the endboss in the same value as the brushtes.

But as models are lighted different then plain brush texture I gave up. More from the point of vieuw that every engine has its own light specs. GlQuake suits more, Fitzquake less.
Telejanos blackens out, etc. 
 
i would say you succeeded, actually. i didn't notice anything until the thing started moving. :) 
Well 
when you know it is different. It gave me headaches to cover up the texture.

First I thought it would be just making a screenshot of the brushside, and take the same part on the model.
Then the shape of the texture wouldn't fit, the seize started to get smaller, and finally I ended up with a mirrored texture.

Strange that the colour of texture makes that difference on models or brushes. 
Yeah 
I even have it downloaded, on a handful of different machines... look forward to fragging Granito again. 
 
It looked great in DirectQ, my favorite engine of late. 
Titan Map 
 
Space colony with lots of spaceships and International SpaceStation (PlayStation) would make good senarios with that backdrop. 
Looks Goos. 
The ship is the level? 
Goos. 
Textures!! The front ones don't match the side ones at all!! 
It Looks Like Lego. 
 
Me Likes... 
The front texture does match, just customize it so the flat gray beams line up at ships edges. Then wrap the ships side dark gray texture bit about 32 units onto the front (add it onto the customization for the front texture). For the roof, continue the side angle higher to area the grunt is in. Then level off.

For the landing pads, use 4 steel girders like in jets maybe (with angled support struts). If you make it move it could dock onto something and latch at side door. It's a good start for ideas and looks good. 
I Think 
it's marvelous! 
Titan More Screens 
http://www.quaketastic.com/upload/files/screen_shots/titanpod.jpg
This shot shows the cargo pod thing. The idea is a space tugboat.

http://www.quaketastic.com/upload/files/screen_shots/timtanin.jpg
Shot looking out at the space port.

http://www.quaketastic.com/upload/files/screen_shots/titanbs.jpg
Inside the port looking out 
Cool 
The third shot reminds me of the scene at the start of Aliens where Ripley dreams a chestburster coming out of her. Nice Work!! 
 
that looks pretty cool. please tell me those cargo containers move?? pretty please? ^_^;
i really functional space station maps. one of my favourites was the first map in the second episode of duke 3d. i loved that the station was under attack by that one ship that was flying around. what great ambience. 
Yes! 
that it lovely looking stuff. how near completion is it? 
Titan Map/Duke3d 
Necros of course the containers move.

Been playing Eduke32.
http://www.eduke32.com/
http://hrp.duke4.net/
"Come get some":) If you have never played Duke3d or never played on a modern engine give it a go. You need a copy of DUKE3D.GRP

The Titan map is close. I would say 90 percent of the brush work, models and sounds are done. It's in about 5 pieces now. I need to finish up a connecting section then hope it doesn't crap out when combined on compile. It should break many of the OE Quake engine limits but that's what fitzquake085 is for.
I hope to have up for beta testing soon. 
I Presume. 
That 10% includes sorting those textures out? The map style looks very cool but stuff like that makes it look like a block of brushes rather than a spaceship... 
Still Mapping! 
Yet another bunch of pictures from the basemap I'm working on!

http://www.hrimfaxi.dk/prew/index.html 
Looks Good Hrim. 
Looking forward to it. 
Nice 
i like the ikbase textures and you seem to be doing a great job with them. :) 
Ikbase! 
i think i just came. 
Hrimfaxi 
Yet another Quake jewel in the pipe I would say... shots looks really good, and map looks to be quite huge: keep it up !! 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.