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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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Community Game Development 
Saw this on reddit, pertinent to a previous discussion...

http://imgur.com/LI3UBoN 
Lun 
Fuck yes. Love the moldy mildew monolith deal you're showcasing there. I'd say I can't wait to play it, but I guess the last couple years prove otherwise. That shot has me more excited than Sock's though, which is saying something! 
That Shot Form Lun 
reminds me of the atmosphere from another game, cant quite remember what though! But love it. 
Lovely Skybox (where Can I Get It?) :) 
 
yeah looks great lun (once I put it into photoshop to turn the brightness up hehe) 
 
 
hehe exactly willem 
 
man up you pussies! lunsp2 is for hardcore players who cover their windows with black tape! 
Lunsp2 
i love the massive height of that hall. something that might be a cool theme would be a map where every room and hallway must been taller than it is wide except where absolutely necessary. 
#11059 
For the common sense - see, you ARE capable of it.

But, it's not just about the difficulty or the imbalance, it's about the annoyance - Bobs are one of the easier Quoth enemies, but fighting them is annoying due to their size, dodge mechanics, and distracting attack. 
Necros 
For one of the maps, I've set the goal that the player starts near the very top of the valid grid, and the exit must be near the very bottom. All (or nearly all) the 768^2 maps had the player start at the bottom and ascend, which is a very natural progression to the point of being the default. I wanted to see what the hurdles were in designing a map where the player is always descending, deeper and deeper, without just stacking locked chambers.

http://lunaran.com/pics/lunsp2/m2editor_side.png

Discouraging shortcuts is tricky in a game without falling damage, as is creating combat scenarios where monsters below you are still threatening.

When I build it out for real it'll be fun to transition the visuals to an extreme degree as you descend, so it feels like you're disappearing into the bowels of the earth. 
 
yes, i've tried going from top to bottom as well and those problems are why i never followed through with a complete map.

finding ways to stop the player just jumping down without flat out putting walls everywhere is a huge challenge. I am curious to see you complete this map just so I can see what you end up using. :) 
Endless Wind Brushes. 
HTH 
Whoa 
Lunaran, what editor are you using? 
That's Radiant 
 
Sikkpin's Qe3 
an unreleased version with bugfixes someone here sent me. it was either necros or negke. anyone know where sikkpin's gone?

I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)

necros, having lots of death pits helps. I made a chart of the maximum distance a player can leap horizontally given 'x' height difference, so I can make areas visible down below the player that are just far enough away that a flying leap still sends him into the void. you can also use a ceiling a bit wider than the floor, so if you try to drop down you'll slide straight down the side of the ceiling brush and past the ledge. it's still possible sometimes to nail a gentle keyhole trajectory between the two if you do that, but it's hard enough that it probably falls under "speedrun tricks" which is okay. 
 
I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)

i now feel like a complete buffoon. i had no idea it could do that and would always copy/paste the comment block into a separate file. god damnit that is a massive time saver.

how do you set it up to do that? set your base path to your mode folder? 
Yeah 
f5 to edit project, and change "Entity File(s)" to "c:/games/quake/sickmod/src/*.qc" or whatever.


seems like id used .qc files like a functionality garbage dump. qe3, qcc, and modelgen each parse .qc files and digest separate but overlapping parts of them. 
 
my god... how did i not know about this feature?? 
SleepwalkR 
That could be cool to have in TB... 
 
@Lunaran, lovely mouldy look, I thought you had finished that map? Is that green or black fog at the top? Are you reworking the textures?

More Metal Pixel Pimpage - Runic Prison 
Nice Stuff 
Are those from the wad I uploaded a while back?

Metal is great. You are obligated to keep it clean and 'bland' for want of a better word...

Gah this is a fun hobby. 
 
one thing that would be nice for metal would be an ikbase style set with some angled textures for a bit more variety. 
Runic Base Trim Set 
Are those from the wad I uploaded a while back?

No, I started with two large rune sheets from my favourite metal map by Kell. I then extended the rune shapes into larger panels and created a collection of colour/style matching metal trims and door structures that also work well with the id runic set. I even created runic light fixtures with horz/vert versions for correct rivet shadows.

The final set has enough panels and trims to create enough variety for edges and large set piece objects and not feel out of place next to id runic pieces. The wad and source map will be included in the metmon pak file if anyone wants to play with them in their own projects. 
 
sock, I've already had to rethink a bunch of visuals in the first couple maps because you one-upped me so much last year, please don't make me have to rethink the metal map too :( 
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