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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
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Oh Yes. 
Very good. 
 
wooden caskets in a flooded room -- those won't last long :) 
Environmental Storytelling! 
Two options: either that room hadn't been previously flooded, or it has, and those caskets were never meant to last long :)

OP: I strongly recommend you set gl_anisotropy to the highest value you can, it will make your linear filtered look much crisper (no more blurring into nonsense towards the horizon). 
Retro-style Map... 
This map is a bit too retro for my taste, but it's okay (it's just me anyway).

I got stuck (ie "glued") on a moving wall, under water (the first secret in the start room). I had to use noclip to get away from that funny position.

I feel that the map is too "rectangular", too old school. It needs more broken parts, random bits, rocks or traps here and there. More "out of this world" details and weird decorations on the walls.

But hey, I'm a moron of epic level, so ... 
 
Thanks all!

@Barnak - was that inside of the secret area, I'm guessing? I'll try hitting it with some clip brushes to see if that helps. 
Good Map! 
Here is a demo with comments if you wanna check it out:
http://www.quaketastic.com/files/demos/LostTomb_nol.zip 
Thanks Nolcoz! 
Downloaded, watched, and took notes! I noticed a few things that I hadn't before as well! Thanks a bunch! 
The Lost Tomb Released 
Thank you so much for all of the great feedback! I've released the map here: http://www.quaketastic.com/files/single_player/maps/losttomb.zip 
QuakeEd For MacOS 
First screenshot of the project that is at a point where I feel I've done something worth the effort: http://www.quaketastic.com/files/jrbase1_map.png 
Izhido 
That's pretty cool. Need a tester? I use Macs at work and would be happy to help on occasion. 
 
That would be great! I'll work on bringing up a release as soon as possible. There is still some code that needs to be reenabled, tool views and command-line tools to finish porting. But I'm confident I will be able to do it soon enough. 
No Rush 
But happy to help when you are ready. 
Making A Quake Vanilla Episode 
Dat Shit Is Looking Interestng 
 
Nolcoz 
that ladder out of the lava looks useful. :) 
Psychedelic Jrbase1 
https://youtu.be/4pnURWF9MeY

This is obviously wrong. Yet, this is proof that QuakeEd for MacOS actually works - all strange things you see happen only because 1) I'm using fake, wrongly built textures and 2) I exported a map with entities randomly taken out.

At some point today I'll be posting v 1.0.1 of the application, the test_maps folder and the engine executable, so you can also create and run an instance of this... masterpiece ;D 
Test Map: Lots Of Doors 
This is a test map I created using QuakeEd and a modified qbsp to allow more than 256 entities to be generated:

http://quaketastic.com/files/lotsofdoors.zip

It's a plain floor, with about 240 doors, of the common, run-of-the-mill "approach to open" variety.

This, obviously, won't run on vanilla, unmodified Quake. I was, however, curious about the other engines. Can I convince you guys to open this map and tell me if it works as expected? 
Izhido 
Works just fine in Quakespasm. 
Forcefield 
My first attempt to create a forcefield for Quake1. It is still a bit chunky, it needs more variety in surface. So far it is more checking out what works, size and appearance
And 
I won't force youtube to field my access!
http://home.kpn.nl/lo2kf8/forcefield.wmv 
Could Also Double As A Swarm Of Bees. 
 
Madfox 
You may want to make the particles little crosses with a dark, medium and light variance. Similar to this. 
Dumptruck... 
is this a finger in low res? 
Lol 
I thought someone might see that. No offence intended. It's a sprite from extras_r4 particles. 
Thumb Up! 
Some particles are a bit shattered, but it is getting close to what I intented to. The fine structure gets lost in the copying proces.
I started with four splined vertices, but some of them stick together.
So it is wrenching like a spike in a haystack
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