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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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Quernel's... 
Rusted Base 
Besides 
if it's *slime in a base map, it's called 'toxic waste'
if it's *lava in a base map, it's called 'molten metal'

I cannot self-terminate; you will have to lower me into the steel. 
Hmm 
/me lowers Kell into the steel. 
 
/me gives a last thumbs up as my screen goes blac...* 
Rofl 
[nt] 
 
The unwritten future rolls toward us. I face it for the first time with a sense of hope, because if a poster, a Kell, can learn the value of human life, maybe we can too. 
Pushplay 
but unfortunately when this future arrives it is in the form of a mediocre cash-in where the only truly good part is a truck chase scene.

...doh, kill me now... 
Hmm 
/me kills DaZ, now. 
 
I should have realized it was never our destiny to stop pointless posts - merely to survive it, together. The Kell knew; he tried to tell us. But I didn't want to hear it. Maybe the future has been written. I don't know; all I know is what the Kell taught me never stop fighting. And I never will. The battle has just begun. 
Pushplay, Uhm 
you do plan to post a level pic with this battle on it right?

Kidding man. I'm just afraid someone will fallow up by posting Trinity's 8 minute dying speach from Matrix:Revolutions.

bbbrrrrrr 
Witch Craft Battle 
MadFox 
I guess you're supposed to be in space in those shots, but it looks like you're fighting a microscopic Shambler on a falling snow flake in the middle of a snow storm... Which is a cooler idea really. 
Hmm 
Microscopic shamblers.. that reminds me of editing in BUILD when you could easily change the size of enemies and fight them that way, if I recall correctly. 
Yeah, 
i remember that. i hated how a lot of stuff was handled though, they made setting up triggers and stuff so complicated compared to editing in doom. 
 
Serious Sam also had an easy way of changing monster sizes. Was fun to make a headless bomber 20 times it's size... too bad the explosion doesn't scale. The running bull monsters were also cool to make 2/3 the size so they were like minipoodles that would blast you across the map. 
2 Screenshots 
Of my new map, at Underworldfan's site. 
 
Almost Escheresque; sweet, I like the terracota.

Tronyn: I remember you asked about custom textures recently. I can do a bit, but I have a lot on my plate atm what with the monsters, Black Belvedere, my own Q1SP, lack of net access and lack of site ( /me plays little violin )

Give me a rundown of what you're looking for, either here on Func or at my new ( apparently w0rking ) email - monster_kell AT hotmail DOT com.
I'll see what I can do. Warning: all of the multi-layer .psp originals for the knave textures were lost when Signs Of Koth died :~( Though if that's what you're looking for modifications of, there are surplus means by which to flay a feline.
It's not that I don't want to do any more textures - I do. But it's unfair if I agree to do something specific and then procrastinate....poor R.P.G. is still waiting for his texture ( it's done, I just haven't had a chance to mail it yet ;) ) 
Jack Carver Is The Road Warrior! 
http://www.planetquake.com/necros/temp/farcry_roadwarrior.jpg

of course, i doubt i'll ever release this thing... it's really just a huge terrain with a hummer with it's hitpoint setting skyhigh and a bunch of other hummers with guys in it. it's fun getting them to chase you though. ^_^

if i get better at the farcry sandbox editor i might actually try to make this an actual map.

(you can see i didn't even bother to give the terrain more than 1 texture :P ) 
 
When I look at that it makes me think of the Long Version remix of Lucretia by The Sisters Of Mercy. Pedal to the metal.... 
Heh, 
never heard it. :P

i just finished watching road warrior two days ago and i wanted to recreate that last chase scene with the truck and all the dudes. it's not working out so well.

now i'm just goofing around and piling enmpty trailer boxes skyhigh and setting explosives to knock the whole thing down.

plus there are some guys at the top of the pile of boxes. >:D
and holy shit! you can run maps as they are in game right from the freakin' editor! whoa! 
WitchCraft 
gravity 800 needs so much space.
this one is 3.5Mb, but argh... that texture and brush alignment....

http://members.home.nl/gimli/Quake17.jpg 
Nice Brushwork Madfox 
you are getting good at this. One question, low gravity and flowing water canals? I guess we have never raised a stink about low grav and active magma in the original e1m8 either! 
Thanx HeadThump... 
In this map are also the 8 round brushes, turning in space. But it needs a sync_func_train, and I can't find it anymore on Inside3D!

I just came to these corridors by accident, covering the outside space of it. The water is thin, so you fall through it into another same corridor, under it.
When jumping aside on the sidewalk, the wall leads into the middle, and falling into it.

Maybe not a good ID to put water in a low gravity map, as weth clothes won't lift up. 
I Looked Around Inside3d Forums 
for that the other day when you first mentioned a need for it, and couldn't find it though their archived boards go much further back then I checked. Have you checked Custents for similar functions? 
.... 
i don't remember if the entity was actually called func_sync_train, but there *is* an entity like that in custents. it will keeps it's place in relation to other trains even if you block it, and such...
i actually used a variation of that to get the func_trains in "Emptiness Without" to get the trains to move properly. you can use the duration key to set how long it takes for a train to go to one path corner instead of a speed key. 
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