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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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You Are A Fuckface Mfx 
 
"every brick is at least one brush" is the new "every brick is a brush"

No but seriously otp, what makes you think it's unplayable? Looks fine to me. 
 
The fact that sock said "it's not a playable map" on Twitter. 
Oh Right 
 
 
I suggested that he make a story driven map. AD certainly has the tools for that style of map. 
Mfx 
with that cruel stories about metal caches and corpses that were moleshed with rasping flesh cutters and fired daggers and examples of foto's of cathedrals after making them first in quake scaring the hell out of me. 
Something Like Firetop Mountain 
Would be cool... 
OTP 
you are the bigger fuckface, can we agree?
Didn't want to twiddle your knobs that bad, your screenie looks rather nice. I once played around with those textures myself, maybe i send you my extended textures of stone1_7 one day ;)

No beef here dude. I love you and you know it. 
 
Socks map looks cool! :) 
Feedback And Advice Requested 
Hey guys. I've been messing with my retrojam5 map lately, trying to make it into something more playable.

I still need to make the lighting better (removing leaks too) and tweak the encounters and ammunition. I also need to do some detail geometry in the "outside" area to cover the ugly rooms below.

I need some opinions of the gameplay thusfar. I also need some suggestions with what to do with the "blue room" in terms of encounters and the starting area in terms of aesthetics.

dropbox link to zip file:
https://dl.dropboxusercontent.com/u/108695968/rj5_shamblernaut.zip

Thanks in advance :)

-Snaut 
Almost Finished Map 
Hello everyone, newbie here.

I've almost finished my first map (www.quaketastic.com/files/libraryA_almostcomplete.zip) and wanted to share it.

It uses knave textures and needs Quoth 2.2. It also has the custom sky (is it called like that?) from ericw "etacarinae".
It's compiled with vis fast and light extra, tested on Fitzquake 0.85 and I believe all of the bugs are fixed.

Suggestions, critics and opinions welcome. 
 
We need screenies first! 
 
Sorry, here they are: http://imgur.com/a/agvPt 
Cool 
Love the outdoor space views! 
That Has A Lot Of Potential. 
Looking at the shots, good structures and design, perhaps an over-reliance on book textures tho. Keep it going man! 
RedMisao Feedback - Spoilers! 
Hi Redmisao, had a playthrough, and some suggestions followed by the bits I really liked.

First, try running your map with developer 1 to get the debugging messages. There are a few items which fell out of the level. There's also a Quoth specific message "X has spawnawake flag without teleport flag" which I should explain so that you won't worry about it. When you make a teleporting monster using the spawnflags, you lose the ability to trigger it to wake it up. The spawnawake flag fixes that, it really means "wake up when you are teleported". So it does nothing if the monster isn't teleported in. Does no harm either though.

Where you have the nailgun right now, it's too easy to miss. Not having it makes the double shambler fight nasty, and eventually you run out of shells and need to find it to progress. If you can put something else down there as a reward for exploration (a bunch of early rockets?), and put the nailgun somewhere unavoidable, I think that would be best.

I found two secrets, and one was the yellow armour. My trouble with that secret was that you can't discover it until right after you just picked up a fresh green armour, so that goes to waste too easily. Perhaps the green armour could be on a different floor in the area?

In that same areas, on the ground floor where the 45 degree wall meets the floor, there's a gap between the floor tiles and the trim where you can see the skybox (If you can't find it I'll post a screenshot of where)

Did you mean to have a trigger_drolejump for the first drole? I was seriously expecting one! He just stayed up on his sniper balcony, even when he was enraged. Maybe it could be skill setting controlled?

While I didn't actually miss either of them, I worry that both the silver and gold doors are very well obscured by the rooms containing them. Is it possible to open up the obstructing geometry a bit so they are really obvious to a player exploring the map first time? They are the most important landmarks for progression so you can't afford anyone to not see them.

Around about the point I was opening the silver key door, I found myself wishing I could turn health packs into shell crates. A few more of the latter and few less of the former!

The ending was quite abrupt, I was admiring the view from your last screenshot and suddenly I was whipped away to the scoreboard.

I thought that there was a nice 45 degree angle motif going through the map, the vore-filled room being the best example of that. Any place you can add a bit more of that to would be great.

I thought this map did a good job of showing you spaces you'd like to go to before you can access them. You could see the second floor atrium of the lava-ogre-ambush room, before you could get there you saw through the grates into the vore-pillar room, then when you get to the former you unlock the latter.

My favourite combat in the map had to be the arena below the gold key door. What I thought worked really well was the way that naturally you had less and less cover to work with, and less and less armour and ammo (but never too little) - kept it ramping up nicely.

Cool stuff, look forward to the final version! 
Redmisao 
Map looks cool. Will look at playing it if I get time 
 
Thanks for the input everyone! Will take it into consideration!

Now for the extensive yet informative Preach post: thanks for the "developer 1" command! I was running the map over and over again trying to visually find which items dissapeared lol.
I'll change the geometry a bit to to fix most of the issues while adding more 45� angles. And yes, found the gap in the vore room.
Nope, I didn't planned for the drole(s) to jump, but hey, why make that skill controlled when there is only one difficulty: harder :P

About the ending... spoilers I originally planned to use the Eldritch Trinity long room as a "phasing" room for my future maps. That way, after finishing this first level you would start the second in the same room sligthly modified, finish that level, then find the long room more modified again for the third time, and so on. spoilers end 
The Long Room 
Cool, I'd only suggest adding a trigger with a message saying something along the lines of "Enter the long room to complete the level". That way, people who like to go back at the end of a map to find the secrets they missed know that now's the time. 
Hc3 In Development.: 
I have (since the release of hc1extndagain) been working on a new Quake map. It is called hc3, and it will use sock's tp-industrial.wad. Guaranteed quality assurance there will be curved walls and a unique aethestic.

Screenshot (Quaketastic): http://www.quaketastic.com/files/screen_shots/hc3devlop.png 
 
Tony Hawk Pro Skater? 
 
Tony Hawk Pro Skater?

Holy shit.


I never saw that texture wad used before so that's something to consider. Thanks for your assurance on quality curves...we all love them curves. 
Looks Decent. 
But lighting could use some adjustment. 
Tony Hawk's Pro Skater. 
I did play the Tony Hawk's Pro Skater video games back in the 2000s, they were fun. The Warehouse level in the first 1999 installment bears similarities to this custom one for Quake (hc3). For example, the industrial light fixtures of the room shown in the hc3devlop screenshot here look close to the metal columns from the walls of Warehouse. 
Plastic Coated Keyboards 
"Unfortunately my only remaining connection to this community is reduced to 15 minutes every month or so to drool over some Sock screenshots and sigh over what once was!"

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