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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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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. 
Indeed 
custents is the place to seek for the "func_train_syncer". 
Madfox... 
...that shot is looking better than almost all your previous shots. Keep playing around, I think you're getting somewhere with that one. Grand architecture and curves are good, as is a consistent texturing theme. 
Devotion To The Antiques... 
I am only crumblin' with that nasty habbit of the compiler to decompile right brushes. At least, that's what Quark aims...

Here is one from "Cicade", endlevel-2 part#6.
http://members.home.nl/gimli/Quake18.jpg 
Ogre Can't Stand Loosing... 
Nice 
Submit that one to PlanetQuake! 
Rock Textures 
Cough 
the images are extra dark, i cannot see a thing, sorry.... 
3 (or 6 If You Really Have To...) 
...the stratification in the other textures doesn't suit some of your outcropping. 
Vondur 
Yeah I should have run them through PSP and made them brighter, it's just that they'll look darker unless they're viewed in fullscreen. 
Hmm 
I'd go with #2 
#2 
Screenies 
http://www.geocities.com/hyrm827/index.htm

was bored so i decided to put some screenies up of the maps i'd been working on since mid 2003. i havent gotten much done. i usually sit down and work on these for liek 1 hour every month. :)

the lighting/textures migth be all fucked up in some. 
Looks Pretty Good 
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice. 
i like the base one best. but both look like they'll be nice maps when they're done.

also, it's the first time i've seen what quiver looks like. whoa. 
Ut204 CBP 2 
Here3ctf1 
I need some testers to help me :
screenies and download on :

http://www.planetquake.com/here/here3ctf1.htm 
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