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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.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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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 
Outstanding! 
First demo: First run...dying at SNG trap

Second demo: Completed on Skill 1 with 3/5 secrets.

https://www.dropbox.com/s/bxhkboqxtzsam1y/mjb_gift.7z?dl=0

First off let me say this is beyond impressive. This is how a remix map should be. It felt like an entirely new swampy dungeon map but sometimes I would say to myself: "Hey, this reminds me of the necropolis!"

Visuals are fantastic, sound, atmosphere...just all great. I personally did not see glaring visual or sound issues...top notch!

-Got stuck on a slope near the start where some shells are located...you will see in the demo. There is a sound load error (wood13?) in the demo as well.

- SNG trap is FAR too quick to punish, that needs to be twice as slow in my opinion...even when I knew where the button was I almost died!

-Ammo is a bit scarce at the start and I though I was being pretty gracious with the use of the ax. I found the overall difficulty on skill 1 to be quite challenging...could have passed for a skill 2 in my opinion. honestly, that's all of the issues I could see...although I am not sure what the ring key did...wonder if I missed a super secret!

-Make the exit teleport a func_illusionary so Ranger doesn't start swimming before he exits. ;)

-Be sure to add some neat info_intermission spots...AD can have more than one and can be cycled through!

+ That dark choir sound...is that from Duke Nukem? It sounds so familiar.

+ Lovely lighting, use of breakables are well implemented and inter-connectivity is full-fledged. I got a bit lost but I always ended up where I needed to be.

+Like the secrets, missed two and I wonder how to reach that circular pool behind the bars!

This makes me motivated that I have a LOT to learn when it comes to making maps. The amount of polish of this beta is outstanding in my opinion. Good job and looking forward to the release! 
Forgot To Mention 
Sorry, forgot to mention one more thing:

Developer 1 on console will show any little errors that may be present.

windgust5.wav is not a looping sound.

Sometimes got a message that the particle limit of 1024 was too low...could be because I was noclipping.

That circular pool is where I was before...so scratch that. ;) 
Giftmacher 
Impressive map, check your mail! 
Giftmacher 
This map is *A*W*E*S*O*M*E* !

My only complain, is the darkchoir.wav sound which I didn't even noticed in the game. Maybe it should be louder ? 
Glorious Necropolis 
Here is a beta of my AD remix of e1m3
Wow! that is an amazing looking map, such crazy cool details everywhere. My feedback is part of the MFX mail, I think! :D

BTW, please remix E1M4 as well!?! :D 
 
5 tries and still didn't finish it.

Ammo is scarce as already mentioned. I think you shouldn't rely on people finding everything hidden behind breakables.

Half of the times I couldn't see what I'm shooting at. Dark corners was shooting me, so I shot back.

There was some clip brush (I guess) between some platform and a wall, that made it look like I'm walking on air. Can't describe the place, but it is in the demo.

Difficulty felt quite hard.

Don't have anything else atm. Going to wait for the next version, so I could still have a first run of the rest of the map.

Here is my demos. Hope it helps.
https://drive.google.com/open?id=0B3li06myS1r1ZDYtWnhKR3pwbTA 
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