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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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No Way 
I prefer Quake's gameplay a lot more than HL2 (or any other FPSes I've played, even Doom. The only one that comes close is Unreal but it's stiffer). And the only struggle I have right now is for natural brushes like cliffes and mountains, but I can learn.

It all comes down to using the grid system properly anyway. 
For One Of My Map In My Mod I'll Take Inspiration From This One 
https://www.youtube.com/watch?v=9buU-_Vbqeo

Sure it's Daikatana but considering it's the only game that comes close to replicating Q1's movement I think it's worth mentionning. 
Woops, Wrong Thread 
someone delete the post above 
Well 
it's a very early shot, I just wanted to post something to show that I'm not dead and along with the question re: the wind sound. This is the first chance I've had to map in months.

haha Shambler. 
Test Screenshot Link 
 
"Are editor screenshots the new thing?
Sucks to see no lights. And clip brushes?!? Come on. "

Yeah, I agree. That shit's fugly. :) 
Map's Playable As For Now But 
dmc.wad still has some fullbright pixels, making stuff ugly, so I have to rework them. It's tedious but doable. 
 
ericw has a small tool that removes brites. 
Neat, What Is It? 
Or can TexMex do that? Since there's some fullbrights I want to keep 
Yes 
Editor shots are the new things. From now on editor shots only. Bwhahaha. 
Yep 
I Jizzed A Little 
 
Oh Yes 
 
Fullbright Pixels, Begone! 
OMG !! 
Really impressive set of well done shots ! 
 
It has a certain Kinn flavour with the greens and copper colours. 
Actually 
I meant to say Kona not Kinn... 
Color & Brightness Correction + Light Dithering 
This is how vanilla Quake renders dwmtf.bsp:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOff.png

And now this is how Retroquad renders it:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOn.png
There's no colored lighting and no texture filtering on this screenshot. 
Vore... HD... Remake WIP! 
So yea... I could not resist starting on this one just as I finished up the Shambler. Might as well keep the momentum going right?

Vore Wip Screenshot!

This is the final mesh and unwrap with a temp rebake of the old texture with some quick cleanups that included fragments of the face from the GIB head texture. Same workflow that I employed on the Shambler. So get the shape done first and then work ontop of original texture as a starting point though ultimately that gets replaced almost entirely.

So like before I will most likely setup my animation rig with proper animations before working on the final texture.

I'll keep you all posted! 
 
It looks like a great model but (I probably won't be the first to say this) - the addition of ladybumps and a slim waist may not be to everyone's taste :} 
Was A Lumpy Thing :P 
In the case of the vore... It really was so badly constructed with zero lack of any sort of anatomy. We'll see how it looks like with a more final texture. For the torso I will be going for a more gaunt emaciated ribcage / waist.

Ha it wont be sexy when done I hope. That or folks are in to some freaky stuff on this forum.... 
 
Interesting stuff there Mankrip... is there a major performance hit with this? 
Voorrre! 
Whew, the vore getting a Skiffy job? Fantastic.

I remember first hearing the idle sounds of the vore and it chilled me to the bone. 
 
That's great Skiffy!

I always thought the Vore was female anyway. Looks great so far, can't wait to see how this progresses!! 
Fifth 
The only significant performance hit comes from the dithering, mostly because the lightmap uses a separated surface cache now, which is combined with the texture in realtime.

The color & brightness correction has near zero impact on performance. 
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