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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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http://www.quaketastic.com/
Username: quaketastic
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Hoi 
Hi Jorg 
Never expected to see you here. 
 
I thought it just was someone calling out Shambler for being a massive jong. Rightfully so, one might add. 
NewHell Mod 
Thanks to Preach's help with the blood splattering code, I'm happy to announce my first mod release.

It's called NewHell, and it's a single player mod with the goal in mind to make single player vanilla Quake gameplay more interesting.

http://www.quaketastic.com/files/single_player/mods/newhell.zip

This is a small, 3mb download.

It features basically tons of blood/gore improvements, along with additional weapon/monster animations.

I hope you don't mind that I've uploaded it to Quaketastic. If this is a problem please let me know.

Thank you. 
Good Stuff 
Pretty neat, I found myself getting tired of the shell sound pretty quickly though. Also noticed that I could fire the nailgun while drawing it. Certainly interesting playing through a few levels with more "doom-like" guns. 
@Ruin Results Of Test On Quakespasm 
I had to use 999 protocol because I quickly got visedicts > 512.

While testing on my map, when I shot the dog I got error:
ADD_F 1039(?) 1027(mid_bouyancy) 1.2 1040(?)
gyro_physics.qc : Gyro_RunPhysics_Bouyancy
gyro_physics.qc : Gyro_RunPhysics
gyro_main.qc : Gyro_R

The error isn't regular: I killed about 20 dogs before get it.

Hope this will help you to find bugs and glitches. 
@Kres 
If you had to kill a certain amount before getting it, I wonder if it is an overflow error.
Is your map available for me to test on quakespasm? 
Interesting Stuff Ruin 
the shotgun feels really fun to use in this mod. 
Ruin, #14658 
Not my cup of tea (particularly not a fan of the changes to the weapons) but I appreciate the work you put into this.

In case you're interested:

Tested it briefly on some id1 maps (using Quakespasm 0.92.0 on Linux), and encountered missing textures on the following models:
The hurt/dead Ogre
The hurt/dead Rotfish
The gibbed heads of the Enforcer, Death Knight, Rottweiler, Fiend, Vore and Shambler -- basically all monsters except Zombies and Grunts (and Rotfish and Spawns, obviously, since they have no head models).

Examples of what I mean:
Fiend and Death Knight heads
Dead Ogre

When I activate noclipping, my forward key (mapped to "w") is stuck until I press jump (spacebar); then I can move around normally. Not an issue during normal play, but odd and somewhat annoying nonetheless.

Also, any reason why you included a config.cgf in the download? It messed up my video settings. Most of my other settings were the same as in the config file anyway -- but they could have been different, which would have made it even more annoying. I mean, it's not hard for me just to delete it, but it seems like a good way to scare off potential players of your mod (e.g. people who don't know what a config file is or does, and will just see their settings changed and decide not to bother anymore with the mod). 
 
Oops, forgot to list the gibbed Ogre and Knight heads -- their textures are also missing. 
Including A Config.cfg Is A Cardinal Error In Releases 
Several other errors:

- The weapon models don't show on Winquake. Not that it would be very playable anyway due to excessive packet overflow.
- The weapons generate "NAN velocity on edict #, muzz, progs/s_explod.spr" warnings on every shot.
- When switching weapons, there are "No such frame 13 ('shot1', 13 frames)" warnings.
- Most of the head gib models reference the wrong skin number as total_newbie says. The default skin is 0, not 1. 
@total_newbie, @negke 
I need to obviously do testing on more engines. Quakespasm and Fitzquake seem to be the most popular.

Right now, I'm using Darkplaces (I know I know) which seems to be a very forgiving engine as it didn't list any of the errors that are mentioned in your comments. So not ideal for bug testing.

What I've worked on since the initial release is cutting the amount of blood splats, and adding more splats to the model itself. This should help eliminate a lot of the packet overflow errors.

I was aware of the missing skins on Quakespasm, but kind of at a loss on how to fix it. I'm not a very good coder.

I've known releasing a mod with a cfg is a big no-no, I just forgot to delete the automatically generated one.

So yeah, like I said, I will definitely need to test on other engines. 
Lost Colony - Arrival Alpha 
Hello all, been a while. I've been going through old files and found the bits of my Quake projects that survived my harddrive crash years ago (which stopped me mapping because I had most of an episode blocked out and playable and lost 90% of it because backups are for sensible people).

http://i.imgur.com/8BODDCt.png
http://i.imgur.com/uHYsQV3.png
http://i.imgur.com/aK9o69N.png
http://i.imgur.com/xpGuzmh.png
http://i.imgur.com/qW5cHOd.png
http://i.imgur.com/xUfzoNx.png
http://i.imgur.com/0hNvIIH.png
http://i.imgur.com/Iakz4nj.png


Gameplay is a little different from normal Quake. Bits of it are a little Half-Life inspired with scripted silliness and a linear layout, and it's got a fair number of arena fights too. It is playable from start to finish, if you want to try it:

https://www.dropbox.com/s/fdpeclsqdowij7m/ZqfLostColony.zip?dl=0

Start on zqfarrivalintro

Monsters: 247/291/490
Secrets: 11

Notes:
> Requires Quoth 2 and limit removing engine blah blah blah
> There's a bit early on where some geometry doesn't have any collision for some reason. You need to jump/noclip onto a ladder.
> Lighting is awful, sorry. Feel free to throw the lit file in a bin and set it on fire.
> Hard difficult is brutal and assumes you know Quoth monsters already. Easy/medium introduces them more slowly, and gates you less aggressively.
> Map will auto save to 'zqfcheckpoint'. Probably something to ditch.
> It's full of little filler moments where two monsters attack you when a door opens. Somehow I didn't notice just how many times it does that.
> Negke, you've played this version already so feel free to ignore it :p

Now I'm going to see if I can get Worldcraft working again. 
ZealousQuakeFan 
Looks awesome! 
Whoa 
Crazy screens you got there! 
 
Insane looking in a good way~ 
 
Do I remember correctly that the map source was lost? Crazy idea if it's the case: plug the missing bits and polish the barren/unfinished parts by (ab)using Quoth's external brush models feature; it works with -onlyents. 
Wait 
Do any map editors support the viewing of .bsp files, for the purposes of onlyents editing and/or relighting? 
 
Thankfully I have the source for the two maps I've shared here. It's right at the vertex limit and I was having difficult with external brush models (hense the no collision bug early on) but if bsp2 is a thing now that shouldn't be a problem and gives me a lot more freedom to rebuild some dodgy parts. If anyone feels like giving me a hand with the lighting sometime that would be cool. 
Kinn 
Quark can open BSP29 and you can copy some stuff from it into a fresh .map.
Like .ents and textures iirc.
Stupid QuArK features.. (runs for cover...) 
That Looks Mexxesque IMHO! 
 
I'll Drop This Here For Now. 
Please keep in mind that these are WIP shots, not final product.

http://imgur.com/a/CFXe3

-Snaut. 
Yessssss! 
Much niceness and vibez :) 
That's Just About Porn 
 
Yummy 
+1 for making a gallery

Looking forward to playing the finals. 
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