News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
New Map: MyHome Alpha 
Map: My Home Alpha 1
Mod: Quake
Link: https://www.dropbox.com/s/x7alibiwjm8wdg3/MyHomeAlpha.zip?dl=0

I have reproduced my house to integrate the quake atmosphere there .
Currently there are 40 monsters, 3 secret. I finished a 6-minute rush by knowing the secrets course.

It remains that the first part of the map so alpha . I'm still working on balancing the placement of weapons etc ... You can make suggestions, I will study there after.

Thank you and good games. 
Too Cramped. 
The rooms are all too small for proper Quake game play. The corridors are too narrow and the ceilings too low.

it may be "realistic" but it is not particularly fun for Quake game play.

I didn't like all the teleporting enemies, even teleporting directly infront of you or even behind you depending on where you are standing.

It gets better when you go outside because you now have space to move. You can get stuck in the cage that comes out the floor after picking up the SK. Need to add a button in the hole that will raise the cage again.

Couldn't find SK door so I gave up :P 
@DaZ 
The problem I wanted to keep the real proportion . but I agree that his remains narrow for the games. next time I would increase the proportion of out realistic and increase playability .

There is 1 boutton secret per floor.

I intend to overtake me on the rest of the map expanding the corridors.

Thank you for return 
 
I once made my house in UT, kept the same scale as my own house pretty much but sadly these games are designed with really fast player characters in mind and dont work from a gameplay POV. Larger spaces might work, like your town centre or something but these are usually very flat and wouldnt work for different reasons. Some games it may be cool, like Doom 2 or Duke 3D or even newer games like Left 4 Dead or Half-life 2 since those can have more real-world settings. But Quake is really abstract. 
 
"The problem I wanted to keep the real proportion . "

Yeah, don't do that. :) Real world architecture might be a good learning platform to get used to Quake editing, but it doesn't make for good maps. 
Pretty Cool 
Neat little map, I enjoyed running through it. From the description I knew what to expect in the gameplay department so I wasn't particularly disappointed by a lack thereof and don't hold that against it. Also, as much as I love Quake, I feel its gameplay is pretty flat and limited even in best case scenarios.

I made a Quake map once and tried to be somewhat "proportional". In my experience, that's impossible as Quake is fundamentally disproportionate: crazy move speed, insane jump height/distance, quakeguys eyes being in his chest, massive pickups, etc.

Maybe you could find a happy medium by just keeping the map architecture proportionate to itself and double, or maybe even triple, the map size. Something along the lines of de_rats, just not as huge.

This would more or less play to Quake's strengths (freedom of movement, more enemies in the combat space, etc.) and you could scratch that "proportion itch".

Just my two cents, nifty project nonetheless. 
 
quadammage lift 
Oblivionaut 
Should be coming with the RetroJam3DLC pack soon-ish.
78 monsters on skill 2/3, 6 secrets.

http://i.imgur.com/2V0A34a.jpg
http://i.imgur.com/GosQpUV.jpg
http://i.imgur.com/K584OaI.jpg
http://i.imgur.com/qW7OVkG.jpg 
 
damn 
Wow 
not sure if it's the map we deserve or the one we need right now, but looks awesome! looks like it combines some great elements from the ever-classic e1m8, as well as runic maps by kell and necros! can't wait!

I just spent several hours building some evil bloody flesh thing today but don't have anything worth giving images of yet. 
Skacky 
Looks awesome: release it now !! 
I've Never Been Discouraged From Mapping By A Screenshot 
Until now. 
Awesome 
 
Dat Skybox! 
BRB, changing pants. 
Nice! 
 
Retrojam3_negke Scrapped 
The Cthulhu eye texture fits very well. 
In The Great Democratic Tradition Of Func_msgboard 
I decide that we take a vote:

Is negke a fuck?

AYE X

NAY 
 
I checked out MyHomeAlpha.zip and found it exceptionally well made for a "my home" map. Very creative, surprising and fun. Got stuck in the zombie cavern, is there a way out? 
Negke 
is a huge cock. 
Meant In The Same Vein As #12307 
Of course I'm going to finish it - can't wait to see Daz get lost in search of the key doors! 
Yay! 
Mmmm veiny. 
.lit2 
http://i.imgur.com/zwuQv4j.jpg

Spike and I (mostly Spike) have been working on a .lit2 format that can do custom lightmap scales per-face.

It's looking promising: it'll be backwards compatible (light will generate regular lightmaps, .lit, and .lit2), and I have some tool support already (you can set "_lightmapscale" on a func_group/etc. to modify those faces, same as q3 I think). 
Wonderful 
I am imagining all the amazing lighting effects I can do with more detailed shadows. Been after something like this for years :D 
Ericw 
That's awesome! Can't wait to see sexy new maps sporting this extra quality! 
 
Nice!...misaligned texture... 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.