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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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Distrans 
that's the waterlevel when it's flooded. 
Keep It Up Fifth! 
You're doing good so far! 
Ijed, Distrans 
# makes no sense to change the tex as these are brick tile things
# no coloured lighting in this as the original game had none (next stand-alone map I think I may do something like Stark Monstrosity with coloured lights and stuff)
# no, but thats a good idea
# already got my ambient drip there
# The detail in there is already much higher than the original game, I am almost tempted to *remove* some detail!!

distrans,

Kinn kind of got why I changed the texture, a couple of my maps have the brown texture go grimier and greener the more you go down and get to watery bits. It still feels very id-like and quakey while bringing some freshness to the texture use.

Overall I'm actually looking forward to making some Sandy Petersen style maps most, they were weak on detail but had some toughness which I tend to prefer in maps. 
^ Awesome ^ 
 
It's Something 
 
very classic Fifth, keep the good work! 
 
Nice Link! 
 
Pixel Candy 
Some more progress with DP engine 
Sock ! 
Amazing pictures !

What is DP engine ? Wil I be able to run your new thingy on OS X ? 
Barnak 
DarkPlaces it is called, and yes there�s a port for OSX too.

@Sock, no more screens, we want releases!!
(Looking too good;)) 
And What About QuakeSpasm ? 
I'm playing with Quakespasm. Sock, will your little warrior thingy be playable on it too ? Hmm ? Don't drop QS ! 
 
I�d suppose yes, but without the Eyecandy:( 
Engines 
@Barnak, In The Shadows will still work fine with any Fitz type engine (Fitz, MarkV, QS) and now it fully supports DP features as well. Obviously Fitz engines don't have much eye candy but the core gameplay/assets are still present.

@mfx, it will be coming out soonTM ! :) 
SoonTM 
QExpo 2014! 
Sup. 
Anyone mind testing out my doom map?
Just add me on steam and i'll PM you the link.
http://steamcommunity.com/id/Breezeep/ 
Playing With Textures. 
I made this nice room but decided that it was too similar in theme to the previous map textures so I gave it a lick of paint.

Before -
https://31.media.tumblr.com/168de3a9c815249384548af7c8503429/tumblr_n1t5wa8GIQ1s95hkno1_1280.jpg

After -
https://31.media.tumblr.com/268c2fd8568b48bf10e793b23434450f/tumblr_n1t5wa8GIQ1s95hkno2_1280.jpg 
Yup 
Much better. The rocks at the top break it up nicely. 
 
The walls are much better in the first one. In the second one the repeated green vegetation pattern becomes very obvious 
5th 
I agree with Spiritt. 
To Each His Own 
The repeated brick pattern bugs me much more than the repeated vegetation pattern. 
5th 
It needs less chunky and more detail, its the year 2014! :P

On a serious note, the lighting looks very flat and even across the room. Try to break the symmetrical torch arrangement by the doorway under the stairs. The banding of the textures looks too neat and tidy for the vertical space, the upper dirty bricks should extend downwards more and be uneven in vertical size. 
Sock 
the episode was ment to look like id's original level design. 
@RingofQuaddamage 
Feedback is feedback, 5th can easily just ignore what I suggested if he wants. I think it is better to comment than saying nothing.

Id's original level design already exists, there is nothing wrong with adding your own flavour to things, otherwise its just a perfect copy. 
Feedback Is Fine. 
The idea is "like id did", but I think there are areas which are similar enough to the game that I may get a bit of negative feedback about (and already).
I've tried to make the lighting as varied as possible to mask the large flat walls. But it probably needs a few more tweaks. 
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