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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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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. 
 
The chains don't look right to me just disappearing into the floor like that.

They could use some kind of fixture to represent an attachment point, and probably would look better attached to the side of the platform.

Personally, I'd just add supports or something underneath. 
Yup 
I was going to add a fixture to the top, but now that you mention it, the side will probably work just as well if not better. 
 
Very few of the screenshot links works on the first pages? 
Hardware Versus Software 
I was testing some stuff out, when I loaded E1M1 in both QuakeSpasm and Retroquad and got shocked. For a moment I almost thought I hadn't alt-tabbed properly.

See the comparison: QuakeSpasm & Retroquad

This also shows how faithful to the software renderer QuakeSpasm is. Good work. 
 
i've been meaning to ask... what is with that weird fuzzy look in your engine? reminds me of software unreal. 
Necros 
It's the series of dithering filters I'm developing. It's actually superior to the filter in UT99 (though not to the filter in UT2K4, which uses a 16-bit bilinear algorithm instead of dithering). 
 
Here's a view of a single pattern generated by Retroquad's 3-step dithered lighting: screenshot.

Rendering in Retroquad generates multiple patterns like this, non-overlapped.

And as can be seen, the resulting pixel patterns in Retroquad are more dynamic and complex than the ones in Unreal. 
Wow 
thats art! 
Looks Like A... 
nice carpet =D 
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