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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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The Portal 
SG-1 ROLL OUT 
But the teleporter textured brush looks a bit weird.

Like the rest of it though, seems a bit cramped maybe? 
Mixing Themes 
I think that mixing thems in the same map is a good thing, in Quake. Here are my thoughts on this :

Quake is about parallel worlds turned mad (doomed dimensions), in an infinite Multiverse. So why not a kind of interference between them ? A dimension that turned so mad, that several other dimensions are "overlapping".

So imagine a map in which you have a main theme, and where elements of other themes are appearing here and there at start, then turned to be fulling mixed at the end of the map.

All along its path into the map, the player would say "WTF !?", "What the Hell happened here ?", "The Universe itself is doomed !"...

This would be like a kind of "dimensional nightmare". 
Teleport Brush 
Not sure about it yet, might try scaling it.

Ideally it should deform and distort while maintaining the classic starfield tex.

Will have to see what I can do.

Cramped? Yeah, unfortunately it seems thats my new style. 
Bricks And Stones And Broken Bones 
Repeating some of that red color inside the teleporter around the scene might give it a nice overall color palette. Just a thought. 
( Textures, Not Lighting ) 
 
 
You can minimize the distortion cause by the warping if you float the teleport textured brush behind the teleporter frame. Make it a rectangle just smaller than the teleporter frame and very thin. If the player can get back to the rear of the teleporter it won't look so good though. 
Spiney 
Yeah, I might make it blue instead to match the other colours.

Lighting and palette is pretty random at the moment. 
Blue Teleporttexture Was The Original Design.. 
 
Yeah 
Ended up experimenting :) 
Ijed. 
Nice detailing.

As for mixing themes, it is possible but it must have some sort of internal logic and harmony to it, Quake might be an abstract and fantastical game but that doesn't mean it should be mis-matched bullshit. 
I Agree With Shambler... 
I see no need for abuse of themes. I'm sure there are plenty of variations on a theme not yet realised that would look nice (I made an experiment with wood and metal with yellow and purple lights that looked quite cool) but it needs to make some kind of sense. The grunts in e1m2 were there because it was a transition of themes. 
Meh 
Remember the tech enemies from Operation Urth Magik? Or the ogre, carrying his chainsaw and grenade launcher, but dressed in a medieval one-si. Even the player is futuristic, but still hacking through all these medieval, elder and metal settings.

As long as you've got a well realized theme and you stick to it then you're good. 
The Game Is The Bottom Line 
You're missing out on a lot of gameplay possibilities by sticking to a single theme.

As for visuals the lo-fi and 8bit palette nature of the game ties together everything, the existing themes are pretty 'abusive' internally anyway. No need to go Madfox to make a point... 
Anyway 
This is pretty much personal preference, hard to make strong arguments for either way. 
Mixed Themes 
I posted this on my tumblr, it's a doom map with a mash of almost all the quake textures in a single level (base, metal, wizard, they're all there) and also a bunch of doom textures too. It doesn't look too bad actually but it's still seems a bit funky to me -

http://www.youtube.com/watch?v=NISa53WBq3c 
Quake Textures In Doom 
Are like HD textures in Quake. 
I Like Them 
I think doom does well with quakes brown loveliness.... It doesnt work as well the other way round though, Doom textures are a bit too colourful for quake IMO. 
Doom Mod 
That actually looks pretty nice imo.
Didn't Nehahra use Doom textures in certain parts? Worked okay for the most part iirc. But prolly need to brownify them a bit I guess.

What's the resolution difference? I think Quake textures are twice the res? Id always upped the texture resolution really gradually. It probably stayed around Q3 level for the past 10 years tho :P 
Textures 
Doom and Quake were both basically done with 64x64 textures. Doom textures were often made from "patches" which were pieced together to form the final texture.

Quake 2 had a lot of 64x64, but was mostly 128x128.

With Quake 3 Arena they changed to larger textures (most were 256x256) that were down-sampled in the game to half the original size. 
Re: Mixed Themes 
Just mix Egyptian into everything, it works 
Mr. Tronyn 
do you still have the src files of the Rapture pak?

As you remember one map has been split into two parts

it's time to join the map for its original state

pretty please 
Alas, Mr Spy 
I don't have the sources for anything before Masque. What's even more annoying is that years ago, like before Masque, I started a joined Rain Palisade version (I assume you mean that map), with a much bigger initial outdoor area and another vertical level. 
Well That's Disappointing, Ankh 
I was hoping you'd provide an update of this: http://www.quaketastic.com/files/screen_shots/quakenight.jpg 
Re: Mixed Themes Again 
Was there anyone who seriously disliked this map?
https://www.quaddicted.com/reviews/qx11_z1.html
It was awesome in exactly the way Barnak described. 
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