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
Pilot 
This looks really really awesome. 
Schlossherr - Start Map + 1st Map(PortTown) 
Needs a sourceport which supports colored lightings and skyboxes (not implemented yet but there will be) + darkplaces files included.
Since this is a mod, extract the .zip file in your Quake/client directory.
What needs to be done: fix fullbright pixels on some textures + skybox.
http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip 
Forgot To Say, Demos Would Be Much Appreciated 
 
Daya 
why can't I use my config file with my settings ? 
Port 
A different feeling Quake map with some fun new weapons and monsters.

Skill 2, 3/4 secrets:

https://www.dropbox.com/s/ly2yx4u24614xnz/mjb_port2.zip?dl=0

Very enjoyable map with good flow and a nice nighttime atmosphere. Secrets were well placed and some lead to new areas as opposed to just a quick item cache. Liked all of the glass window views and little mechanical touches like trains and rotating doors.

If escape from your cell was your last map, then this sets the bar high for you! :)

Couple of water brush clipping out of where it should be contained...I point it out in the demo. Square lighting has dark rigid square shadows. Perhaps moving the light a bit away from the source would help. Keep a high wait value close as a source of brightness but then make the actual fill light lower. I point it out numerous times in the map ;)

Played on hard, difficulty was rather easy but very enjoyable none the less. Certainly wouldn't be a breeze for beginners!

Start map was nice, NM difficulty was nicely tucked away and I liked the level transition.

Looking forward to where this "train" takes us! 
Barnak, Bloughsburgh 
Barnak, maybe this is because I accidentally added a config file inside the .pak file. Use pakexplorer to get rid of it.

Bloughsburgh, I'm happy with your input. That BFG bug is intriguing. I think it's because both the MegaHealth and the BFG use the same item slot. I have to look into that. 
Yaya, I Don't Have And Can't Use Pakexplorer On A Mac 
Doh ! 
Barnak, Updated The Download Link 
config file no more + added a proper skybox as well as fixing the odd waterbrushes 
 
skill 2, 2 secrets

I didn't like sound design that much, but gameplay is quite nice. Map left me wanting more.

Imho rooftops are just asking to have some action there.

Oh and atm it is possible to get stuck in quad exit door. Demo included.
I think you can prevent this by adding clips to the sides of quad shaft.

https://drive.google.com/open?id=0B3li06myS1r1NmJIc3JCVTVhczA 
Update On Schlossherr 
*Fullbright pixels begone for dmc.wad
*Did clip brushes for windtunnels to better orient the player
*Pushed maximum nail ammo to 250
*Added scrags on the bridge parts, keep the dogs for easy mode
*Getting the BFG while picking up MegaHealth has been fixed

http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip 
 
I'm not sure if fullbrights fixed in dmc.wad supposed to mean that there should be none of those anymore or one wad is fixed and few more to go.

I can still get stuck in quad door. Was a bit tricky to find it since my previous method doesn't work in this version.
https://drive.google.com/open?id=0B3li06myS1r1ZFJ2Rko1NC01d0U
Pushing player farther or closing door earlier might solve it I guess.

Found gate#8 this time. 
File's Been Updated 
*This time, no more fullbright pixels (I admit I got lazy here, only got dmc.wad but that's because TexMex's remove fullbright feature is wonky so I had to edit textures myself)
*Didn't notice this, but going to the belltower secret before going through the rotating doors make going back to the lighthouse a chore, so I added a trigger up there to open the gates if they aren't. 
Also Modified Some Clip And Trigger Brushes Regarding Windtunnels 
 
 
Door seems to be dw-proof now.

Found few fullbrights and one z-fight.
https://drive.google.com/open?id=0B3li06myS1r1Y0pxRC1KamZ2bUk 
Hopefully Last Update On That Map. 
What you reported + realigned some crates in the Gate#8 deposit 
 
Sorry, last time I started my search after finishing the map, while all doors were open and missed these

https://drive.google.com/open?id=0B3li06myS1r1ZWU4bzJfME5tWmM

Aside from that I think you are good to go. 
Now I Hope This Was The Last Fix To Be Done 
Link for those who don't want to search in the thread
http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip 
(Made Another Update To Bring Max Ammo Nail Count Back To 200) 
 
Daya 
Keep it up, also good work on the new guns. Especially the BFG, it's probably the best version of the gun I have seen in Quake. 
Wait, Did You Get The BFG, Or Did You Watched Bloughsburgh 's Demo? 
But thanks! 
Test.bsp 
;) 
Ah, Right 
The BFG's unfinished though. Not only did I not put in ammo consumption (I plan for 30 cells per shot), I need to make the initial impact sprite appear (which doesn't even though I literally took the original explosion code alongside doom's sprites, I can't find a solution to this, same goes to the Rocketman's rocket explosion sprites which doesn't appear even though it's the same explosion code as vanilla) and as for the sphere going through gibbing enemies, I have to find a way to destroy the initial projectile and make a new one while still using the first projectile's speed and angle (I have no idea how to do this).
I plan on adding a weapon similar to Daikatana's Shotcycler (but with more power to it, think actual 6 consecutive SSG shots) as well as adding a Berserk powerup (that will add a lot of IF in the code...)
But since I'm using hipnotic's source code tacked on, nicely placed weapon HUD won't be a thing, since Preach told me I can't add nor change HUD elements, only modify the icons. A shame. I could've at least make an Infantry Gun, Gatling Gun and BFG9500 weapon icons if I used rogue's sourcecode, but I guess that's too late now. 
 
I didn't know you couldn't change the hud... is it hard-coded? 
As Preach Put It: 
"You only have three options as to how the HUD works. You can have the HUD like it is in vanilla, or the HUD from mission pack one, or the HUD from mission pack two. You can customise the icons themselves, but there is no way of rearranging them or adding more than what the mission packs have. The mission packs got special customisations to the engine code before the source was released, it's not something the QC gives you any ability to change. " 
 
So it would require an engine change? 
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.