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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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Nice pic Sock, look fantastic 
 
Also Lunaran, what ever happened to the grimy medieval map you posted shots of years ago?

it turned into five of them, with new monsters. dear god somebody help me 
Lol! 
that's the problem I find, it's more fun to build stuff and then expand it than it is to finish it

still I'm definitely looking forward to it 
!!! 
 
Delete And Start Over Again 
is what i am doing
like this:
no clue, but theres rivets yeah!!

jfrust42 is the answer, like 42 is the answer, like you know the numbers..

and after all we�re only ordinary men... 
Thats Pink Floyd? 
anbd the the texture is jf2rust42..
cheers.. 
#10942 
Amen 
Metal Mixup 
I can see the similarities to Lower Forecourt but the inspiration of this map is from playing MFX's latest map Klein's Bottle. I really liked the abstract architecture and bright floating void feeling. I have never been a fan of black void maps, it just seems a waste of a good skybox opportunity to me.

Didn�t Sock say he was retiring from Quake maps?
Technically I said I will not be doing anymore vanilla Quake maps. I am still working on my ITS mod (very slowly) and I have always wanted to play with a tech themed AI set which Quoth is a good fit for.

that's the problem I find, it's more fun to build stuff
This is exactly where this map came from, a desire to play with abstract architectural shapes surrounded by a cool skybox. The map is technically broken because it lacks any kind of portal/vis data and will only run on a good pc. It seems there are still people running Quake on old pc hardware and this map will be a slide show for them. It might be better to leave this as a screenshot rather than any serious release. 
People Will Be Mad If You Dont Release... 
Especially those 60+ likes I got on tumblr when I posted the image ;)

http://quakeguy.tumblr.com/post/85936164682/didnt-sock-say-he-was-retiring-from-quake-maps 
I�m Honored 
to have inspired you sock, you inspire me too!
Peace! Release it, come on. 
 
60 likes? Pff, I got 130!!!!!!1123 https://www.facebook.com/8723859970/photos/a.10150277895379971.1073741827.8723859970/10150371386514971/?type=1

Still looking for ACTIVE volunteers to join the page, I lack talent at recruiting people who like to post stuff... Join now to gain a lot of internet power and fame. 
 
Wait... posting on func_msgboard is the secret Captcha for activating an inside3d.com account? That's even more selective than NeoGAF! :-) 
Quake Like Id Did - Dilemma 
I am at a dilemma, I started work on making the secret map for the first episode of "quake like id did" and it was going to be a low grav map. In-fact I was going to probably do 2 or 3 low grav maps in total, but I have learned that on standard quake it has to be named e1m8.

Here's the dilemma choice -

1. Have no low grav maps.
2. Name the map e1m8 and have just one low grav map.
3. Have multiple low grav maps and use quoth.

I don't want to do #1 really. If I do #2 it means we get just the 1 low grav map like in vanilla quake. If I do option #3 then I could have a normal mode, a hard mode and a quoth mode (aka "quoth like id did"). I don't know how much of a pain in the butt it would be to balance for a vanilla mode and a quoth mode though.

Any thoughts? 
 
#2 sounds good to me! But it's not like I'd lead a pitchfork-mob to your castle if you do something else. 
#2 
with mob! 
Don�t Worry Too Much 
as i assume there is a workaround for your problem.
Negke can help you for sure. 
 
http://mobile.sheridanc.on.ca/~jonescor/temp/progs.dat

add 'gravity' to worldspawn for custom gravity setting. 
Do I Trust This File? 
Is it going to replace all the enemies with spawns? 
 
that would take more effort than actually doing the custom gravity thing. 
I Doubt It Would Take That Long To Do... 
which reminds of this mod that fixes every single aspect of quake....

http://celephais.net/board/view_thread.php?id=60978 
@FifthElephant 
Option #2 is closest to the map pack title of "Quake like ID did it" IMO. I thought that the original concept was just to jazz up, expand and otherwise tweak the original levels as if ID had all of the time in the world to make them instead of being under a deadline to get it out the door.

Now that may mean that they might have added more secret levels with low gravity (I would think that that little extra bit of fun would have been something that they would have made the player have to work for before they could play it no matter what) but as it stands there is only e1m8 hard coded into the original engine which to me says that the "The way ID did it" part of the title means that that was a conscious decision, after all once the engine allowed for low gravity it would have been just as easy to make it a worldspawn entry.

There is a simple workaround, if you are willing to make each episode it's own standalone mod in its own folder you can have four secret maps named e1m8 with low gravity without changing anything in the engine or progs.dat. It's not like anything carries over other than the episode gates anyway (the sigils too) but that's just to activate the episode gates and allow entry to the final boss battle with Shub and there is a simple workaround for that too by simply making it tie into the final exit in episode 4.

The main downside to this is that it forces the player to take each episode in order instead of allowing for them to pick and choose (and the Nightmare skill teleporter might have to be moved).

Just my 2 cents... 
Oh, And... 
A quick scan of the progs.dat that necros posted looks like all that changed was that all of the "Official" map names (e1m1 through e4m8, all of the DM maps 1-6, Start and End maps) now allow for gravity to be set. I also didn't see what I saw in the joke progs where all enemies were turned into spawns. Adding a custom progs.dat is not an issue and to be quite honest you would have to do that anyway because if ID had unlimited time to roll out Quake they would have caught the fish kill count bug and fixed it anyway so no harm, no foul. 
Also.... 
Quake came with a custom progs.dat, so why shouldn't your map pack? 
Well.. 
I don't know what that prog fixes. I have no coding skills so unless someone donates a fixed one then it will just be the low grav... 
 
The idea isn't to spruce up all the id maps but to make an alternate universe quake. I kind of regret calling it that since it definitely feels much more detailed. I don't even think it will run on the original engine. 
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