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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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Skin Is 256x256 :) 
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha. 
Remodeling Project 
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.

I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.

One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.

I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors. 
Nice? 
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.

About water, I would love to see UT-like water surface. 
 
http://scampie.net/etc/mapshots/ad_e1m1_win1.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win2.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win3.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win4.jpg

MarkV WinQuake shots... map still looks cool :D In fact, without the colored lighting and fog to distract, all the lightstyle animations look much cleaner. 
Neat! 
But that slime is bigger than 64x64, isn't it? That causes some distortion. 
 
it's a 64x64, but the texture is scaled up on the liquid brush, there's a func_illusionary below it as well with the same slime texture rotated and at normal scale. It looks pretty goopy and thick that way I think... Looks better in normal MarkV than in WinQuake MarkV though. 
Shambler Head Gib Progress! 
 
I'm not 100% sure on the missing tooth... maybe it's because I'm used to the texture having such lovely teeth? 
 
That's pretty nasty ... :P 
That Good Or Bad? :) 
 
 
Nasty is usually good when it comes to forcefully disconnected monster body parts... 
Color-corrected Alpha Blending 
 
Looks great mankrip :) 
Damn 
 
Mac Version Plz 
 
NICE Water. 
I like that a lot. Now we just need some reflection and make it standard for all engines going forward? :) 
 
Skiffy: Water reflection isn't in my plans, I don't see any gameplay reason for it and it's not needed for artistic consistency.

SleepwalkR: I don't have a Mac. =P 
Razenkrauft Is Now Schlossherr 
Beginnings of the first map, a Port Town:
http://image.noelshack.com/fichiers/2016/05/1454452471-shlsr1screen1.png
http://image.noelshack.com/fichiers/2016/05/1454452490-shlsr1screen2.png
http://image.noelshack.com/fichiers/2016/05/1454452480-shlsr1screen3.png
http://image.noelshack.com/fichiers/2016/05/1454452486-shlsr1screen4.png

And seeing how much trouble I'm getting with coding properly the BFG, I'm thinking more of doing something similar to the Shotcycler. It would be easier to code (though I won't add in shotcycler jump for obvious reasons) and its design would be on the same tier as my Gatling Gun: great damage output, but eats lots of ammo and has a wind down time coupled with an arbitrary fire. 
What WAD? 
Taken Directly From Deathmatch Classic 
I saved it as a quake wad, I was surprized quakespasm and so forth got no texture errors, but there's still bullbright pixels there and there. 
Looking Good 
Very nice start of the port town Daya! 
Cheers 
Azymuth 
Using a rotating static entity as a skybox
 
Rotating skybox + VR = vomit!

Otherwise it could be cool if it rotated much more slowly 
It's Pretty Good For Cosmic Horror I Think 
 
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