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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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Killpixel 
I find this very interesting, I've also seen the graphics for the level before, at least the bricks and the ivy hanging down from the arch, cause you have posted this at Q3W before right?

I love these old low polygon games, I have such an itch creating a game like this haha. 
Hipshot 
Yeah, this is some of the earliest test art, so you may have seen it before. I go to q3w when I'm having difficulty wrapping my head around shaders. The arch is a decal with which I was having issues, that's probably what you saw.

I'm trying not have so much of a death grip on what I reveal or not, plus this is only old, pre-alpha test art, so not that big of a deal.

There certainly is something charming about low tech games... 
 
Do you use the Q3 engine for this, or what do you mean? Just the bsp with it's shaders?

I think you can get a long way with pre-rendered frames, like you do. We talked about this at the office today, if you do ONLY that and not mix it in with regular pixel art, then you will have a consistent and clean overall art style. 
Just The Bsp/shaders 
Yes, consistency is definitely best. I use hand drawn sprites for pre-model visualization just so I can get things looking right before committing to a model. 
 
What engine? Darkplaces perhaps? 
 
Yes, dp, which I would like to eventually fork. Also using quakec/csqc. 
 
This is also made in darkplaces
http://www.retroblazer.com/

And also uses sprites as enemies. 
 
Yeah, I'm familiar. I was rooting for them when they launched their kickstarter. Sadly they did't get very far. IMO, it's sorely lacking in the gameplay department, which the primary focus of my current project.

AFAIK, steelstorm is the only commercial game using darkplaces. 
On Mobile 
Words not good 
Killpixel 
This art of yours is freaking great.

I don't think you need to mimic software rendering. At 64*64, you're going to need all the detail you can get, specially on distant objects, so I'd recommend regular 32-bit rendering with anisotropic filtering and trilinear mipmap filtering.

Since the resolution is so small, you can also use 8-bit alpha channels on the sprites and enable FSAA to smooth out all edges.

And for sharp pixelated texturing on close-ups, you can use this large texture magnification for pixelated games without aliasing between texels shader.

By combining all these approaches you should get a visual style with sharp texturing and smooth geometry.

Also, pre-render a shadow directly from above the models, to give a better sense of them touching the ground. You can even use an 8-bit alpha channel to make them really smooth.
The fact that the prerendered models aren't lit directly from above isn't a problem. Artistic freedom can be more charming than realism in such cases. 
 
no chance of making that a 3d model then? you could make a low poly mesh and render the high poly texture onto a low poly UV...

either way, that thing looks awesome. really well done. :) 
 
Oh crap, I thought Killpixel was Khreathor. My reply was for the low res jam game.

https://33.media.tumblr.com/c3139b5d84e53da909f8b7083b022f23/tumblr_nsb0doVQEo1s2yegdo1_500.gif 
Doot Doot 
Oh crap, I thought Killpixel was Khreathor. My reply was for the low res jam game.

Nope, not Khreathor. Glad you liked the art though! Interesting write-up you linked as well.

@necros - Thanks :) But no, game-ready models are not on the agenda. The irony of creating high poly models just to turn them into low res sprites has not escaped me, however. 
 
well, most of the hard work is done already, if you ever decide to do it... 
 
Beautiful work, hell of a first model! With Blender you can render out a world space or tangent space normal map. SpriteLamp tends to have a pillow shaded look it to. 
Quaketastic 
Did the password change? I tried the ZigguratVertigoBlewTronynsSocksOff and it doesn't seem to be working 
 
@joshua - thanks! I'll look into normal maps, still feeling my way through blender (and 3d modeling, for that matter).

Delver was one of the games I used as reference when exploring the pixel art style. I still pop in once in a while just to so soak in the art, go figure! 
Quaketastic 
The password still works for me.

One problem I've had before is when using copy & paste to enter the password. Sometimes I would get an extra space at the end. 
Notastic For Me 
I can vieuw quaktastic, but every link further bounces back to the waybackmachine.

I tied all, delete cookies, cleaned up webbrowser. There's just some kind of hacker in between. 
I Ment 
Quaddicted. 
Ad_e1m3 Beta 
Here is a beta of my AD remix of e1m3, it got a little messy but I did learn a lot about Quake 1 SP gameplay and mapping. I would love some feedback on this, I have put monster setups for all 3 difficulties.

Feedback on just about everything is appreciated -> layout problems, lighting, technical aspects with triggers/entities, gameplay aspects like balance of monsters/items. And of course bugs.

Thanks!

Link here -> https://drive.google.com/open?id=0B4sO-9thmVw8bzVLTzFWZlBTNVk 
Gift 
I have had a very quick bash and so far it looks decent enough. I died a couple of times and I will give some proper impressions when I can properly play it...

Is this your first map? 
Will Check 
I will try your map out when I get the tomorrow! :) 
Ad_e1m3 Beta 
Looks nice :-) More boxes of ammunition, please. For players like me who save bad ammo. 
 
Yea first q1 map, I've done small maps for Q2 before 1500-2000 brush limit (quark + q2 does not mix well). So the extended limits/engine is a little bit overwhelming at this point :)

More ammo yes, demos would be very helpful 
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