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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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Okay 
I think I understand now, it is more so the planks of wood and places where you can see all sides of a wood brush, thank you.

Any advice for the lighting aspect...to make it less bland? I tried having intense light at the windows and source of flames. :) 
 
It's possible my TV is just set too bright, but everything looks fine to me. I switched to Nvidia controls instead of Windows and turned the gamma down a bit. Seems better. Maybe it's that moon up in the sky that makes me think it should be darker. I also noticed the gamma in Quakespasm was set one notch higher than in Fitzquake and I've been testing my map in Fitzquake only for the last few weeks.

And yeah, about the wood. When wood is turned into lumber and used to build stuff the grain will almost always follow the longest dimension. That's the way it has the most strength. 
Outta The Weeds! 
Finally have time to do stuff! 
Thanks Rick 
Okay well if you are saying it looks fine then I am pretty satisfied with that. I have seen your WIP shots of your wish level and that lighting is gorgeous so I feel safe haha.

Looks like that damn bobbing crate is the source of many tester's woes. It appears that sometimes it will bob lower than it should and prevent the player from reaching the higher ledge! Going to need to implement an alternative route up, can't risk that happening on official release! 
 
The TV computer's Windows install has some issue with adjusting display settings. They will adjust but then it complains about "path not found" when it tries to save them, and resets them back to default (which is actually way too bright).

The thing is, Fitzquake's brightness (gamma) setting seems unaffected by the Windows desktop gamma, but in Quakespasm it is.

In Quakespasm, the Windows desktop gamma being too high also causes the in game brightness to be too high. I think that's what was making your map look too bright.

I wouldn't worry about it too much, though I think the sky light could be lowered a bit without hurting anything.

I wonder where other people set the gamma in Quake? I play in Fitzquake with brightness at two notches from the minimum.

Judging by looking at the status bar in youtube videos, I think a lot of people play with it set too bright. 
Beta2 
Beta2:
http://digspt.ru/quake/digs08_beta2.zip

1. Fixed an issue with the two hell knight
2. Increase the number of monsters.
3. Added a few secrets. A few old secrets are made more notable
4. The three buttons in the blue region. I made them more notable and increased security. Now the fun
5. Some weapons moved. Now it is easier to see
6. Added a few pointers that reduce the probability of getting lost.
7. Added ammo, medicine chests, armors
8. portal that opens golden key now double (not one with double side)
9. The trees were old. I do not know how to make good trees
10. Fixed a lot of small problems

Map named "The Isolation". Barriers that appear not to provide an opportunity to get out. They are needed to tease freedom.
And yes, I'm not going to reduce the number of teleports, as planned from the outset that there will be many. Especially since the branch on the map is not so much, in fact. 
Digs 
Already much better.

Please, don't forget to change the sucking trees !

Use some weird out-of-this-world alien-like Giger-erotic sculptures.

Is it possible to add "infinite" number of monsters in nightmare mode ?

Kill'em-all-more-are-spwaning-on-their-way-back-to-kick-your-chick-butt ! Texan-style ! 
Horse Named Quake Beta 1.1 
Hello again, thanks to DeeDoubleU and Rick and a few friends for testing my potential first release. I fixed some things, upped the visuals a tad and (hopefully) aligned wood grain ;).

I still would like some testers to make sure nothing is outstanding but if I receive no hits for about...oh a week I will release the map!

Screenshots:
http://imgur.com/a/XkmbF

***Arcane Dimensions with Patch 2 Required!***
http://www.celephais.net/board/view_thread.php?id=61270&start=662

A Horse Named Quake Beta 1.1:

https://copy.com/Ddsy3FydWR9J7VFI

Thank you and looking forward to joining the long list of map creators! 
Looks Cool 
Good luck with the final steps! 
Barnak 
In original Quake is not possible to make an infinite number of monsters. 
Bloughsburgh 
and (hopefully) aligned wood grain ;).

I'm sure I have updated version since there is particles around stable key. Maybe not the latest one though?
Parts with wood grain still misaligned is shot in the demo.
https://dl.dropboxusercontent.com/u/58150516/q1/wood.7z

Unrelated question - why I can't pickup items while notarget is on? 
Mind Grain 
Drew,

Thank you!

DeeDoubleU,

Well bleh, at least some of it must be fixed. I admit it is a bit challenging for me since I made many things wood. Great that you found them though so I can see for myself! I do understand what the alignment requires...just probably missed some. You have the latest version if there is a lift by the bobbing crate and a shortcut to the 3rd level.

Any other outstanding issues? Are improvements apparent? I made some large and some small ones.

I will check the demo when I get home...thanks for taking some time to look for me! :) 
 
why I can't pickup items while notarget is on?

It's an AD "feature". 
 
I already thought it was good last time. Only pointing out those wood textures because I got an impression you are on a hunt to cath'em all 8)

Lift next to crate helps with jumps. On the other hand its area is even smaller, felt even more like sitting duck while riding it. 
Redid The First Map Of My Mod 
Did so because I wasn't satisfied with the first one.
Just wanted a quick test to see if the overall geometry was good enough, and see if _sunlight2 is what I am looking for for overall outdoor lighting. I'm glad it is.

Some areas need to have their lights reworked, and some textures still have fullbright pixels left(wierdly enough, the big rock texture from the first ep of Daikatana have fullbright pixels leftovers). Still, I have hope.
http://image.noelshack.com/fichiers/2016/12/1458752404-schlossherr20160323172542-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752406-schlossherr20160323172742-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752406-schlossherr20160323173018-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752407-schlossherr20160323173042-00.jpg 
Looking Good 
Gives me a bleak port/town vibe. I like the moody darkness in each shot. 
DeeDoubleU 
That has to be the greatest demo I have ever seen. You were like a wood god seeking out his disloyal subjects. I am glad I did understand the alignment and most of the offense is in the stable.

Thanks for presenting it in such a way that both made me help optimize the map and also chuckle.

And, none of the random planks are meant to shape any form of lettering but I like that it looks like NiN! 
Some More Tests, With Lighting 
Warm 
Nice and warm glow to the brooding dark skies...I like it! 
E1m3 Remix 
looks sweet, can't wait to play it. I wanted to make e1m3 remix by myseft for a long time (since mid 00s), but never made it.

Though some more texture variety and trims would be nice. 
Retrojam 5: E1M3 Remix 
 
Hey Guys. 
I've dusted off the deathmatch map I was working on and need some advice.

The map is pretty functional as is in terms of gameplay, I am just prettying it up, placing some visual cues so that it's easier to learn teleporter locations.

I have some platforms that hang over a pit of spikes that players need to jump over in order to traverse the level. The platforms look silly sans support, so I fabricated up some chains to hold them in place. Visually it looks excellent.

As a player would you rather these chains:

a) slightly obstruct player jumping, increasing the risk of death?

or b) be func_illusionary removing some "reality" but less chance of death? 
 
Maybe they can be supported from below or from the sides, with thin brushes?

I'm a little dubious about the idea of falling-into-certain-death in a multiplayer map though.

If the platforms are quite big, so that essentially you're making a "space map" (hipdm1, q3dm17), then that's fine... but since you're worried about players blundering into edge supports then I'm guessing the platforms are small.

There are maps like q3dm6 and Furious Heights that do have spots where players need to bounce across some player-scale platforms, but the penalty for falling is just tactical (and maybe a small bit of falling damage). If those maps had death-pits underneath then I don't think people would enjoy them as much. 
@jlaw 
They reside in the middle of an open area that is meant to have risks to traverse. Both in dangers from other players and the "oops I fucked up this simple jump" factor. The platforms are quite large.

http://www.quaketastic.com/files/screen_shots/hellvertica.tga 
Fuck 
That was a 6.2 mb tga, uhm... sorry. 
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