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
 
Kinn, use detail brushes!

Word up, yeah I use detail. It'll be fine, I just called it a vis-mulcher to imply that its layout is somewhat...not very retro. 
Will TB2 Be Able To Import/export Prefabs? 
 
Tank. 
Really cool, very appropriate for the future Quake world, got a burly and gritty look. 
 
Got my inspiration from looking at references from command and conquer. I intend on a couple more prefab vehicles to round out the base... The level is fairly complete in terms of geometry tbh. 
KF2 Map KF-SweetDreams 
http://imgur.com/a/ijNgv

http://www.moddb.com/games/killing-floor-2/addons/kf-sweetdreams#downloadsform

Not really a 'beta' I guess since I'm done with it barring game-breaking bugs that need fixing, but otherwise yeah I'm pooped on it. :( 
Another Vehicle... 
I found a texture flat of a vehicle from C&C, basically put it into Quake... Will probably need to modify the texture if I am to use it.

http://www.quaketastic.com/files/screen_shots/5thvehicle1.jpg 
 
Ha! Brilliant 5th ... 
Awww 
is Quaketastic down? The image doesn't load ;( 
 
Should work now? I dunno, I wrote over the original file. 
 
Should work now? I dunno, I wrote over the original file. 
Haha Nice 
actually works surprisingly well 
 
I just need to remove the GDI markings and put my own stamp on it. Probably will use the quake skull markings or whatever is normally used in the base maps. I have Speedy's signature all over my map. I know it's his texture set but it's kind of immersion breaking... obviously he'll get readme credits and stuff. 
 
It's a shame I'm not a better texture artist, I would love a range of vehicle prefabs that can be added to base maps. 
Yes 
texturing can be a hard job
Looks Neat Fifth 
 
Nice Vehicle! 
 
 
Texture definition test. 512*512 @ 0.25 scale:
http://www.quaketastic.com/files/screen_shots/scr_0728.png

Still using the Quake palette. 
FifhElephant 
absolutely love that, great job! What C&C game is that? So you took the texture and made the model yourself? 
 
starbuck... I just googled "c&c vehicles" and someone had the flat texture map, so I converted it to the quake palette (actually zero hassle, most of the colour was retained), and built the thing with brushes.

I haven't made anything proper in a model program since I was in college, I need to learn how to do that stuff at some point. 
 
ah cool, not a stressful process then! Definitely enjoy the result though. Wonder if there's more stuff from that universe that'd fit in quake, quite a nice look that I we don't normally see :) 
 
C&C has the right amount of gritty chunky design that can be converted to quake. The tank I made was based on the GDI Predator tank from Generals, although I didn't have any textures to work with on that. It's all brushwork and whatever stock textures that fit.

There's some definite vehicles I want to see. I would love a big blimp, a submarine and some kind of futuristic chinook or jet.

I have some ideas in my head for those. I think it would be nice to utilise AD's extra functions, like a futuristic plane could hover like a harrier jet (this could be done with func_bob quite nice I think). And it would be cool to use them in some kind of set piece, maybe have the tank be used as an objective where you blow a hole in a wall to progress? 
Mankrip 
When can I get my filthy hands on Retroquad (alpha, beta...)? 
 
There's still a lot of work to do, so I can't predict it yet.

I want it to be actually usable, not just a gimmicky engine. And I'm also simultaneously developing a whole game on top of it. 
 
Cool, you have a solid plan there mankrip? 
 
There is a solid goal, but the path to it will be a mess.

I have zero experience with developing a whole game (Fightoon doesn't count, it's unfinished) plus zero experience with the commercial side of things, so there will surely be a lot of unpredictable mistakes on the way.

Anyway, at least I won't make the same mistakes as before. It's time for new mistakes. Life is fun! 
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.