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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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@former_total_newbie 
That's good to know, thanks! 
Court Of Fools, DM Speedmap 
Speedmap'd today. Just got back into the Quake scene this year and wanted to crank out a deathmatch map. So I managed to put one together with some interesting shapes and layout. Put in about 8hrs. Only used a few textures, so I tried to creat variety with lighting and such.

Tested with Quakespasm and reaper bots. Will test with a human opponent tomorrow, but wanted to put this up in case anyone else wanted to try it out or provide feedback. Any and all comments are appreciated.

Screenshots:
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_a.png
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_c.png
http://www.quaketastic.com/files/screen_shots/rhoqtdm1_e.png

Download ZIP: http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm1.zip 
Rhoq 
Maybe a bit more contrasted shadows in some corners? Keep the general lighting level but make stronger shadows in places that won´t get that much action. 
RE: Cocerello 
Noted on the shadows, thank you! I'll try that out.

I did some playtesting this morning [ if interested, here's a video: https://youtu.be/ZtEUILq1GOQ ] and found a few dead spots for gameplay and a few balance issues between ammo and armor. So I'll probably head back into the editor today and clean up a few things. 
@Rhoq 
I recorded two runs with DMSP2 mod on hard difficulty (100 enemies) =D

awesome map, great job =D

https://www.youtube.com/watch?v=xFAEYiU7qXU 
@Tribal 
Awesome! I don't think I've seen this game mode/mod before. That was very cool to watch. Thanks for playing the map! Much appreciated. 
Court Of Fools V2 
Updated the map yesterday, rebuilt a couple areas for better navigability, added an another teleporter and another hallway connection between the two main interior spaces. Moved all the DM spawnpoints into lit "closets" in the walls. Tweaked the lighting.
Added ammo and one more weapon.

Reaper Bots are having a way easier time getting around the level, and the flow is much improved. It still basically looks like a speedmap, but I think I'll call this a successful experiment now. I learned quite a bit cranking this one out.

If anybody plays it, let me know what you think.

SCREENSHOTS:
http://www.quaketastic.com/files/screen_shots/rhoqtdm1b_a.png
http://www.quaketastic.com/files/screen_shots/rhoqtdm1b_b.png

DOWNLOAD:
http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm1b.zip 
Court Of Fools V2 
I recorded a demo using the same mod that Tribal used.

https://www.dropbox.com/s/t3sbb7jpy7982cu/vaf.dem?dl=0

I think it's a really good map, although it's kinda big. I only dislike the fact that the rocket launcher and the grenade launcher are relatively close, so, by the time you grab the grenade launcher, you already have the rocket launcher in your inventory. Also, it seems to be easy to cut your opponents off rocket based weapons.

I love the textures and the archtecture. Nice! 
RE: Vaf 
Thanks for playtesting! I see what you mean about the rocket/grenade proximity. I think I might be able to swap the RL and the SSG (which are not on the same path) and have a similar overall balance.

I've also decided to reduce the cell supply, as we ran into scenario where someone could dominate the map for a good while with one pickup of the Thunderbolt (with cells already collected for it + too much opportunity to get more).

As to the large-feeling scale of the map, that's probably from playing too much ClanArena on QuakeLive, in which a lot of the popular maps make gratuitous use of long sight lines (for the sake of the railgun). On my last playtest, I found several sight lines long enough to see streams of nails/spikes coming at you, which is longer than I intended.

I think for this particular design it's as tight as it's going to get, but I'll try to scale down my next map a bit. I appreciate you commenting on that. 
RE: Demo 
Just watched the demo... that was delightful! Really intense moment when you grab the Mega and just chill there shotgunning the death knights until you can get off the ledge. I need to try out that mod. 
Update, Request For Support 
Hi guys.Have seen your awsome work meanwhile.
It's inspiring!
Had some exhausting weeks behind me and hope to did a good job on the map. Leveldesign is now 90% done, Entities and logics I would say 30%. Have some new screenshots for you and a request?
This Level got bigger than I thought. Would someone of you be so auxiliary to check out the map in its nower status? You know that this is a five mans job and at this state of progress the sight for errors is becoming smaler.credits are for sure. best wishes!

http://www.quaketastic.com/files/screen_shots/tempofD/tod_13.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_15.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_16.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_17.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_17_b.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_18.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_19.jpg
http://www.quaketastic.com/files/screen_shots/tempofD/tod_20.jpg 
Tod_16 
is not showing.

The map looks like it is one i am going to enjoy. My advice is that seeing that you have several large brushes, to hide a bit that fact with lighting, by only lighting some parts or make contrasted areas.

The black lines in tod_17, as first i thought they were leak lines from the pointfile but they are curved. What are those? Now they look to me like the typical lines in Windows Paint 
Time Quake Ogre 
I finally decided to lay my hands again on this one.
Trouble is that now I've got so many poses there are not enough funcs to handle it, only seven th_funcs.
I can combine some but it will be a hussle.
Flies were pretty obvious, but came one dimensional out. Wish I had more qc knowledge so I could add that like in Q2.

Bastard Ogre 
Love It 
eom 
Love It 
eom 
@Cocerello 
Thanks for your comment. Yes the black lines are from paint. Seams I catched the wrong tool at first. :D I've the lighting thing in mind and do so between two area designs. Thanks! 
Gunshothighway. 
Theme and architecture show some promise, but at the moment it is very samey, very uniform in colour and tone, textures are repetitive and lighting is flat. Try to add some stronger designs, some complementary but different colours / textures, and improve the lighting contrast. Look at Id medieval levels for a very basic start, or some of the more recent medieval levels. 
@Shambler 
Thanks for the tips. Do you mean with designs the leveldesign itself or to add more and different Objects in the sections? 
Architecture 
Structures, overall design, rather than objects. 
Its A Hot Day 
Cool off with this start to end playthrough of the yet unreleased Galiduse Point. Normal skill, one route taken.


https://www.youtube.com/watch?v=5v2iZNSUmrA 
Cool 
Very cool. Running with the Manke-on-steroids vibe and making most of the 'retro FPSs' look lame as fuck 
@KenChennar 
I've been looking forward to that map ever since you posted the preview clip so I'm pretty stoked over what I saw in the video. The point at which the player comes upon the hill overlooking the town is still awesome. The map is a lot more ominous than I thought it would be. The bunker area combined with the music kind of gives it horror vibes. I kind of didn't want to watch the full video since I wanted to experience it blind after you release it but I ended up watching it anyway. Really looking forward to the release. 
A Drake Map In 2018?!? 
 
Why, Is That Impossible Or Something? 
lol

...wanders away grumbling like an old man... 
 
@KenChannar: looks dope as expected from what I watched, but I'm waiting to play the whole thing myself.

@Tronyn: go map lol ;) 
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