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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
File size limit is 128MB.
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Nice 
I approve of those 2017 detail levels on the crates :)

But seriously, finish it :) 
Hrimfaxi 
Very nice! 
 
i unironically liked lulz1, more than lulz2

a quake slaughteramp! and it's fun!

now i want to make one too 
Topher 
go for it! im making LuLz 3 this evening and releasing it tomorrow 
Hrimfaxi... 
...you make ID base look damned good. 
@Naitelveni 
It is fitting that LuLz expresses the feelings I have for Peripheral Fundament (considering it's a joke map series "influenced by Hexcalk"). When I look back into hc0, I laugh at how insane and awful it is, which is what LuLz is trying to recapture. I've moved on to distancing myself away from problems in my Quake maps.

Your maps are great, by the way. 
Hexcalk 
I like HC0 because it was fast, short and brutal.
and thats where LuLz series gets its inspiration from.

ofc HC0 was unpolished but i dont really mind it.
HC3 had a much better level of polish and consistency in style. 
@Naitelveni 
Where's LuLz 3? I enjoyed your LuLz maps positively, but you said you would release LuLz 3 one day after LuLz 2. Delays? 
Hexcalk 
im vising it at the moment! just a couple of minutes more! :D 
Map Release: Leviathan Underworld Labyrinth Z 3 
Screenshot:
http://imgur.com/a/CKT8u

Download:
http://www.mediafire.com/file/cl1kda6w453d2w6/LuLz3.zip

Buildtime:
on and off 3 days maybe real work done is 7-10h

vistime:
10 minutes

monster count:
300+

Type:
ID1 map

background story:
It could be said that the subject is contextualised into a postdialectic capitalist theory that includes consciousness as a paradox. If cultural nationalism holds, we have to choose
between postdialectic rationalism and premodernist dialectic theory.


P.s. Mapping in 2k17, shoutout to baker! 
Proper Download Link ? 
Naitelveni, is this the proper link ? That map was already released. 
Barnak 
i just clicked on the link and it is the proper one. Click it again! 
Naitelveni 
LOLMAO THIS IS PURE QUAKE MADNESS, TEXAN STYLE !

What a wind of fresh air (and pure monster ass smell) !

You should also put some love on the geometry itself. Better, modern style, architecture (sock style ?). Awesome geometry with a pile of 2000 monsters could be incredible,with full quad on and ligthning gun ! (was awesome in the zombie cave!) 
Barnak <3 
thanks dude! :D

I did put alot more effort into the geometry in this map, i should do a polished map with 300 monsters because the gameplay is alot of fun. 
Block.bsp 
Heya, cross-posting this here from quaddicted. This is my first "complete" map meaning some challenge and an exit portal. It's really short, just a couple of fights and three weapons.

http://i.imgur.com/TWVNbzt.png
http://i.imgur.com/OWHXa1e.png

I realize my understanding of texturing is pretty off, still learning what they all mean out of context.

Block.bsp:
https://www.dropbox.com/s/axu3dw8way541yg/block.bsp?dl=0 
Your Understanding Of Texturing Is... 
...better than anything hexcalk will ever achieve. So that's something. Themes and designs look promising in both shots, keep at it man! 
Texturing? 
Well, I've had a mixed reception overall with my maps, but "block.bsp" looks beyond what I could achieve so far. 
Texturing And The Grid 
I'm sure that anyone who's tried to use it before will agree that the idbase texture set is an utter pain to use accurately. id themselves didn't set a superb standard at first.

However, the two step program is

1. Admit you have a problem
2. Sort it out

And you're half way there!

The bit that sticks out to me in that second shot is the big platform in the lower right, the textures are getting completely cut off around the edge. The thing that will make your life a lot simpler is having an appropriate texture in mind before you build a brush, and set your grid to multiples of the texture size. That doesn't help sort out existing problems though...

So what you need to be prepared to do is make modifications to the geometry in order to get the textures right. Try and find a more suitable floor texture. I suspect that no single texture will perfectly fit that space, in which case you may need to carve up the brush into more pieces. If you carved the inside rectangle where the texture tiles nicely into a separate brush, you could probably texture the leftover edges with a trim texture like tech04_3. 
Bilinear Texture Scaling 
Screenshot 1

Screenshot 2

Screenshot 3

Still some bugs to iron out. 
New Map 
Im taking a small break from mapping my tech castle, i want to get some distance so i have fresh eyes to see it with.

Now im working on a ID1 map.

Screenshots
http://imgur.com/a/pUjhN 
Cool~ 
 
Nait 
You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please. 
@Nait 
I love those yellow light columns and the wood and iron trim you have there. Looking good. I want to jump in there now! 
Doom3 Textures Once More 
shipshot1
shipshot2_flat
shipshot3

Quaketastic seems to to have a hickup because of some outdated certificates and shit. IDC. 
Lets Try It Again 
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