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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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Huge Maps 
It depends.

Basically, rj is right - people will make what they like. If you have the detail to make a huge map look interesting, and the engine to run it, and these days we have both, so - why not.

Small maps are still easier to detail though. And it's easier to keep the action up in small maps because people don't have to walk far from hotspot to hotspot. And those 65k vertices are a hard limit. For now.

I don't think that big is automatically better, but most people seem generally more impressed when something is physically big. *g*

The downside to huge maps is that you'll have a lot of running around just to get from A to B, which is sort of boring, so you're tempted to put 500 monsters in to keep the action up. And that's a downward spiral...

Plus shamblers look puny in front of some mega-architecture. 
 
Plus shamblers look puny in front of some mega-architecture.

actually, i love that. when the architecture dwarfs everything. 
Errrr 
simple solution, make bigger shamblers. Fuckin n00bs. 
 
hmmmmmm...

actually, i think a starving shambler that can't shoot lightning and charges you like a maniac would be wild. 
ZealousRichard 
That's large alright, although from that angle it doesn't look THAT extreme. It's probably hiding a good chunk of the map considering you once posted a shot showing a 400+ monstercount. Or excessively detailed?

Ricky, is that the same e2m1rmx I've played a couple of months ago? That was huge already. Considering rj's maps as well, is your E2 aiming at one hour playtime per map or something? 
Nah - The Monstercount Is Not That High 
Yet!!!! No seriously though - it's quite a fast map to play, there are lots of low-level enemies to kill and lots of exploring. I had filled with with shamblers and vores, but I've just replaced them all with grunts and enforcers, and the map is better for it. It's the first map of an episode, so I couldn't make it too hard. 
8 Maps 
for that Doom 3 episode, six complete to beta-ish stage according to the site. 
Well, F**k Me With A Boomstick... 
...Those D3 shots are gorgeous! Some of them are kinda overtextured (in variety) though...

And, for the Quake part, in my book episodes rule over spawling maps.

But, if someone fells like coming up with an episode of sprawling maps, I won't back down. 
 
Another mod with ridiculously high goals and ambitions which is not even 1/3 of the way done after 2 years. Unless they're huge, 6 maps isn't much for an entire team, so even though they're only planning on 2 more (instead of another 18) I wouldn't hold high hopes of it ever being released. Looks pretty awesome though nonetheless. 
Agreed. 
But the eye candy is here.

Speaking of mods scope, yesterday I replayed Zerstorer, and after some 12 years it's still one of the very best efforts made for Quake. It certainly was ambitious fot its time, but man, did they hit the spot!

Not trying to make a point pro ambitious mod plans, just rambling freely... 
 
Monster count in mine is inflated partially by having a bunch of arena fights, where an area is quite small but involves 50 odd monsters (on hard anyway).

Also the centre of the map is very compact so hard to see all the rooms :E 
..those Doom3 Shots 
..are whole fuck black !
I can see nothing in them.. Brightness.. an amazing invention :) 
I Can See Them Fine 
Your monitor is just dark ;D 
Shambler, You Look Hungry. 
Looks Like A Rider Without A Horse. 
Well, and strange arms that suggest proficiency at putting up laundry. 
Lol 
yeah, i animated it to run on all fours, but it kind of looks stupid. when you skinny him up like that, you can see how weird it's skeleton would be like. i'd have to change the skeleton structure for it to not look retarded as a bipedal monster. oh well. :P 
Kinky Pipe 
That must been a very cold winter for Shambler to get out of shape.
It serves me the look of getting an incredible hunger.

http://members.home.nl/gimli/tarra05.jpg
http://members.home.nl/gimli/tarra06.jpg
http://members.home.nl/gimli/tarra00.jpg

When adding a skybox, the sky suddenly went plain blue. Not the box that I wanted, but when I turned it back in worldspan for the normal animated one, it was still there.

When I make another map with only a skybox it's just there. What could be wrong? 
 
pipeworld.bsp madfox?

:)

look nice! 
Pipy Kink 
@Trinca - yes, so it looks.
Now I'm confronted with the theme layout. You can see the first two shots look metal, but the third makes me feel it is from another level.
Keeping the same texture isn't the same as the same theme.

Most of all.., where's my skybox? 
 
The map editor just needs to have the skybox .tga's in the default folder it's configs are pointed to. For the BSP editor, I need my skybox in the:

Settings/gfx/env

folder. Then, a key:

"sky" "name of skybox"

is entered for the worldspawn entity. The "name of skybox" does not include the "bk" "dn" "ft" "lf" "rt" "up" part of the name and not the .tga extension. 
Oh Yeh 
The 6 .tga's then need to be in either:

Id1/gfx/env folder
mod/gfx/env folder
pak/gfx/env directory

that's most important. 
Yes 
I know, and I had all these parameters used.

It always works, but not this time.
As I wrote, a new map with only an animated sky shows the skybox.
If I use it in the map with the screenshots you can see a plain blue box.
While I deleted the skybox to see the animated ones.

So I think something messed up with my worldspan, although these parms are the same as I always use. 
 
Yup, I just posted anyway, in case anybody didn't know skybox stuff. 
Madfox 
just try to load the skybox manually in game via console 
 
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